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TopicMetal Plays: Nine Hours, Nine Persons, Nine Doors [UNMARKED SPOILERS]
MetalmindStats
02/20/20 9:00:28 AM
#31:


MetalmindStats posted...
Maybe the next ending I go for will help.
Naturally, the ax ending was the only suitable choice here, even though it seemed like it would only give me questions, not answers. First, I spent some time trying to reach it from a save I had already seen the coffin ending on, forgetting that the game would prevent me from choosing a given option more than once in a given save.

Side note: not being able to choose the same door twice in a given save is fine, but I don't get why I can't repeat any of the non-door options that don't have any plot relevance, i.e. most of them. To be fair to Chunsoft, I suppose it's pretty unusual that I would prefer to pick the correct choice, even when I've already seen what it results in, and I haven't seen the results of any incorrect choices. I feel like the few hours of Golden Sun: Dark Dawn I played might have scarred me for life when it comes to dialogue-based decisions in video games, but that's neither here nor there...

Back on topic, practically everything I went through this time around was a repeat, either from previous sessions or from earlier in this session. With that in mind, here's a list of things that I may or may not have noticed before, yet stood out to me this time around anyways:

  • I haven't previously commented on 999's music, so I will now: it's done a nice job building tension and avoiding rote repetition (the laboratory song was certainly interesting) while still sounding like a unified composition. A few tunes will likely even pop into my head again every now and then.
  • There were two Ls and an R in blood on the wall where "Snake" died.
  • Clover isn't used to seeing a world map with the Atlantic in its center, even though the localized version seems to take place in/around the US? This is presumably a carryover from the original Japanese version.
  • The game claims there's only static on two monitor screens in the captain's quarters, yet I see a series of sentences that are way too small to make out superimposed on each screen's static.
  • "We found it." "What?" "We found it." This is now the third time I've heard that particular snippet, and it cracks me up more and more every time.
Shortly before that last point, of course, things started to break down. First, Clover responded with "I wonder" when I asked what's in her jacket pockets (actually the 0 bracelet), and then I spotted a "stick" on her back? Oh no. Then Clover convinced the rest of us to look at door 2 before proceeding to 9 - and as if she wasn't fishy enough before, she was basically the only one speaking there where she hardly spoke most of the time before. Oh nooo...

SECONDHAND?! That's no way to find out about the deaths of three other people you've gotten to know somewhat, and then I was the next one to bite the dust. Murder is much more stark when the culprit is known, and it's a character you've already gotten to know. I guess I should have realized that of course the quiet & traumatized one would be the murderer, especially since she had a real motive. But what about the other paths with a killer? Also, where did Ace and Lotus go? Hopefully the next ending will answer one or both of those questions.

(Yes, it's odd that I felt like saying so much more this time than last, even though it still feels like I'm talking to myself.)

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