Final reviews on 波間ã®å›½ã®ãƒ•ã‚¡ã‚¦ã‚¹ãƒˆ.
To put it shortly, the final chapter did not live up to expectations. After an amazing build up from the very beginning, I was expecting something a little more exciting and dangerous, but maybe that's because I don't have the common sense of an Economist. Mild spoilers:
I get it that the Soloman Bond dropping by as much as 50 basis point is a huge deal, and that it bounced back against all expectations is even more surprising, but... just not feeling it.
After everything this one true villain in this game pulled to make the protagonist and his friends suffer, it is an incredible letdown to see them acting more of a what... bystander? Observer? in the final chapter. It's like the author just went, "Ah, I give up." mode and just closed off the story. This should've been one of the greatest VNs ever in terms of storyline and drama, but the final chapter completely fell short of my expectations. As such, I cannot give it a 9 out of 10 but merely an 8.
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Onto a little talk on the weaknesses of 999 Hours.
1) Repetitive Prologue. There is no way to skip the prologue, and you're forced to replay the first puzzle every time you start a new route. As such, it is somewhat experience damaging.
2) Some interesting puzzles did not repeat, and some are way too tedious. I repeat, there are A LOT of super cool puzzles in this game and the entire experience is just awesome, but I'd have like to play certain puzzles again, or at least have them as an intrigue element in the VN and create doubt among the Players. On the other hand, the library puzzle is one of the most annoying puzzles I have to go through as you click through basically, I dunno, everything to discover the little items dear Zero so painstakingly hid them. There's also a massive logic error here, if you would notice: If a gamer like me find it tedious and long to find clues within the small, limited game window, exactly how impossible it must've seem to the Players to search the entire library?
3) Text speed cannot be sped up. You can neither double click/Enter to quickly read through texts nor change the text display speed. This makes the experience such a pain to endure that if it wasn't this good I'm pretty sure no one would even bother playing it. They're REALLY lucky that it was Ever 17's author who wrote the shit.
4) Epic final route failure, for those who have read Ever 17 or Never 11 or previous works. I'm pretty sure all the veterans would know what I'm talking about. So Chunsoft has managed to make a pretty damn good VN with all the surprises and fireworks we've somewhat expected packed inside it... except that it's not as good. Not even remotely close. Super heavy spoiler zone starting from here, so DON'T READ it unless you've already gone through Ever 17 AND 999 Hours.
So it turned out June have special powers and was able to see multiple paths in the future. She used the chance to connect with the protagonist in the future, in hopes that he was able to help him and they both end up with a good ending.
See the problem here? Number 1. Girl with special powers. Unlike Ever 17, where the omniscient PoV - ours - is made to be the 4th Dimensional resident, thus making it possible for 'it' to see everything, and make the right choices that ultimately save everyone - WITHOUT a paradox, everything was perfect except that little submarine plot hole; or Never 11's, where the READERS THEMSELVES are revealed to be completely toyed with by the 2D characters to achieve the infinite loop, this one is just...
Girl with special powers that could see parallel futures. Wow. Let down.
2) Almost zero build up between protagonist and June. To start with, I honestly don't feel that their love is that great. They met in primary (or at some point in childhood I don't remember) school, grown to like each other, spent some time together, and became separated. Because they're both each other's first love, I guess it's understandable that they come to rely and trust on each other in the Nonary Game.
Except that there's almost no relationship build up between them beyond the prologue and first room. June was shown to be the sticky type, talks a lot of voodoo stuff kind of weird girl that normally would've pissed or at least scared a bunch of people trapped on a sinking ship. June also spent most of the time feverish and half faint and useless throughout the story - she's not even yandere ffs, she's literally NOTHING - and I bet my penny that Santa has more character build up than her. The epilogue did not really add much except that the two of that made a promise and - goddammit, there's absolutely nothing even close to what Ever 17 did to us. NOTHING.
3) Later it was realized in the true end, that EVERYTHING THAT HAD HAPPENED WAS DIRECTLY CAUSED BY HER. First, when she was 9 and had to escape the sinking ship, she ran back to the incinerator to collect the protagonist's gift - because it was important! - got herself caught by Ace, and tossed back into the death room. It was such a STUPID reason beyond belief to risk her own and everyone's lives and emotions for. Faced with crisis, she wished strongly for the protagonist to help her, and found herself with the ability to see parallel future and the chance to change her fate. Thus, selfishly, she SINGLEHANDEDLY CAUSED the kidnapping of 9 people including the protagonist and put them in real, MORTAL danger. To put in mildly, she's using 9 lives as gamble chips and make a bet that everything will end up in all well and happy. Do remember that the protagonist had woke up in a room where gallons of sea water had poured into his fucking locked room, threatening to drown him.
Granted she was just a 9 years old, but what the heck, 999 Hours should never have ended as happy as it sounds in the VN. One of them should've at least freaked the hell out at exactly what the 9 years old had caused and start shooting at June because it was the right reaction to do.
3) Sudoku. After all the interesting mini puzzles in the game, I get a Sudoku final boss. This could be seen either as a plus or minus depending on the people, but I'm guessing a minus for serious people.
5) Coffin End is useless and should be removed from the game. I get both Coffin and True End by completing just True End alone, so it's a noob trap that would spoil the final route experience for most people. This is also why I'm so adamant about following walkthroughs, because they most likely would avoid damaging your reading experience.
So. All in all, good, epic, and amazing, but as compared to all previous works this is a step down from what we've come to expect of Ever 17's author. So sad.