Showing posts with label zero time dilemma. Show all posts
Showing posts with label zero time dilemma. Show all posts

Monday, January 16, 2017

My Favorite Games of 2016

My gaming backlog is something impressive, as I typically buy a few more than I can play in any given year, and then those extras build up. The result is that I rarely play any game in its year of release unless it's a part of a favorite series, and even then, depending on how busy I am, a much anticipated game might get postponed.

But I'm not adverse to playing older games. As long as the gameplay is still there I generally don't care. Maybe that's the same for you?

These are the nine games I liked enough to finish for the first time in 2016, in the order I played them.

Virtue's Last Reward *

I enjoyed 9 Hours, 9 Persons, 9 Doors for the Nintendo DS, so I intended to pick up the sequel, but took a while due to a bugged 3DS version (now patched) and not having a Vita at the time.

Virtue's Last Reward is quite simply the strongest entry in the Zero Escape series. Science, pseudo-science, multiple universes, time travel, non-linear gameplay, and an incredible cast of characters made this a joy to play. I was up at 3am with tears in my eyes (on a work night!) because I had to see a particularly bittersweet sequence through. Fair warning there is a lot of reading, and the gameplay is all making choices and escape room mechanics, but if that's even remotely your bag it's worth playing.

It'll mean more if you play 9 Hours, 9 Persons, 9 Doors first, but the good news is that both games are coming to Steam in a remastered edition.

Fire Emblem Fates: Conquest

I was looking forward to Fire Emblem Fates: Conquest, and despite the child problems I blogged about, I enjoyed it. It was refreshing to have a game so focused on family and divided loyalties. I really liked the moral gray area that Corrin and her siblings occupied and as mentioned in my RPG Talk entry, I like that the final confrontation features Corrin standing together with her siblings rather than Corrin plus love interest and motley band of heroes. Familial relationships are usually set behind the romantic ones in games, so having family placed before everything else makes this unique.

Zero Time Dilemma

Zero Time Dilemma had a hell of a lot of hype to live up to, and at the end of the day I don't think it's going to be anyone's favorite out of the Zero Escape series, but it's still an enjoyable game. It keeps a lot of the same mechanics from Virtue's Last Reward, but suffers from a less satisfying mastermind than the other two. There's also a plot twist that people tend to either love or hate. But that said, it does a decent job of wrapping up the series, the escape rooms are still fun, and offers a lot of emotional rewards for fans of the previous two.

Code Realize: Guardian of Rebirth

This is the best otome game I've played to date. I would have liked to include it in my top three games of the year, and it was a narrow miss. Otome games are usually given lackluster, passive protagonists to serve as the female player insert, but not Cardia. That girl is amazing, whether she's piloting an airship, busting herself out of confinement, or being a supportive girlfriend, because why can't one person do all of that. The boyfriends are more interesting than average, with only one route that really bored me. If there's any fault to this game I'd say it's locking Lupin's route behind everyone else's and making it so clearly the "real" route.

Danganronpa: Another Episode: Ultra Despair Girls

Ultra Despair Girls is a little strange in that I don't think it's a particular good game, though I still finished it. It's a third person shooter, which is a strange genre jump for what had been a visual novel series. I only played it when I did because the Danganronpa 3 anime had Monaca, who originated in this game. The story isn't bad, it asks good questions and even clears up some others (like where did Junko Enoshima get all those crazy robots), but I'm not a shooter fan and I can't imagine the overlap between visual novels, shooters, and Danganronpa is enough to justify this game's existence. If you suck at shooters though, there's no story penalty for playing on easy. You can still see the whole thing.

Ace Attorney: Spirit of Justice

I still haven't posted my VN Talk for this, but the sixth entry in the Ace Attorney series was a bumpy ride. It was good, but it wasn't great, and I think this is mostly due to character bloat. Dual Destinies had three lawyer protagonists so by golly Spirit of Justice has to too, even when the game can't quite figure out what to do with them. Unlike Dual Destinies, where the story honestly belongs to all of them, when it comes down to it, Spirit of Justice is really about Apollo, but the writing tries to showcase everyone, including several supporting characters, which results in a lack of focus. But if you like Apollo, this is the game to play as he has his best moments.

This War of Mine *

I waffled a lot on whether to buy This War of Mine because the vertical cut-away view of the buildings made me think of old platformers I was terrible at, but This War of Mine needs very little in the way of reflexes. I bought it for the for miserable experience of surviving as a civilian in an urban warzone and I was not disappointed. There's no tutorial, but the basics can be picked up by point and click, which feels oddly immersive, as the characters you're tasked with caring for have no idea how they're going to make ends meet either.

Chances are, a first playthrough is going to be unsuccessful. People will die along the way, and you'll feel awful, which is the point. You get to put down the game and go home whereas the people who really lived this life could not. It was a sobering realization. (This War of Mine was inspired by the real world Siege of Sarajevo.)

The Room

This was a purchase based on a friend's recommendation because we both like escape rooms. While you're not escaping anything in The Room, the type of puzzle solving is familiar to anyone who has done escape rooms, and it's a affordable fix that can be done in an afternoon or two. The story is minimal and the atmosphere creepy, though it's manageable for those who scare easily (with one possible exception during the ending, but you've solved everything by then). I'm skipping the sequel because I react poorly to jump scares, even the ones that are so mild that most people wouldn't even consider them jump scares.

Civilization V *

When Civilization VI came out, I realized I wanted to play a Civ game again, but rather than getting the latest and greatest at full price, I decided to pick up Civilization V during a Steam sale, which netted me the base game and all the expansions and DLC for under $14. This turned out to be $14 well spent as I've now logged an embarrassing amount of hours on it. It's a lot of strategy and management to bring my chosen civilization to victory, but fun since the AI leaders of other civilizations have their own personalities. I had a really good tussle with Caesar in my Carthage campaign, which felt appropriate.

My only complaint is that Europe feels over-represented in the number of civilizations available. There are multiple options for a continent like Africa, with Carthage, Morocco, Ethiopia, Egypt, Songhai, and Zulu available, which show that the game designers did put effort into avoiding a Eurocentric world, but it feels like it's not enough when 15 of the 43 civilizations are European (17 if one counts Byzantium and Ottoman, which I'm not since they're partially in the mideast), making them slightly more than a third of what's available.

As I did with my book roundup, the three games I tagged with an asterisk (*) were my favorites of the year and definitely worth playing.

I'd also like to mention the four games I replayed this year since it's rare that I replay anything, and four is unprecedented.

Fire Emblem: Awakening (second time)
Dragon Age II (third time)
Danganronpa: Trigger Happy Havoc (third time)
Danganronpa 2: Good-bye Despair (second time)

The Danganronpa games were mostly because of the anime and wanting to relive the experience, but Fire Emblem: Awakening and Dragon Age II were purely unprompted, with the former having happened before the release of Fire Emblem Fates.

Monday, August 15, 2016

5 Writing Lessons I Learned from Zero Time Dilemma

Zero Time Dilemma was one of my most anticipated games this year, being the third and final game in the Zero Escape series, but while I enjoyed it, it didn't quite live up to the hype. I suppose part of that comes from the long anticipation period I had after Virtue's Last Reward, which is one of my favorite visual novels of all time. ZTD had an incredible legacy to live up to.

So I suppose I shouldn't have been too surprised that it didn't. I enjoyed it to be clear. I ended up taking the week after Anime Expo off from work and spent most of that in a gigantic bum rush going through Zero Time Dilemma.

But even though ZTD did some very cool things like the non-linear storytelling and the memory loss every 90 minutes, there were other things that felt weird or left me cold. So here are five writing lessons I learned from Zero Time Dilemma (spoilers included), starting with the negative stuff and ending on a positive note.

1) Hiding information for a surprise twist can backfire spectacularly, even if you've done it well before

This is an issue because of Q, and probably my biggest beef with the game. The nine people trapped in the Decision Game are divided into three teams of three, and the player is mislead by camera angles during the team leader announcement to think the boy with the helmet is Q, but Q-Team actually has four people on it. The real Q is not shown on screen until Sean (the boy) correctly identifies him as Delta, and the mastermind behind the game.

However, Q has been with the rest of Q-Team for the entire portion of the game. The reason the player doesn't know is because the camera angles never show more than his shadow and even his own team members barely mention him because they think he's blind and deaf and unable to be communicated with.

This was particularly annoying, because when I finally discovered Delta was the mastermind and had Sean call him out, the camera suddenly moved over to reveal him and I was shocked that there was an old man in a wheelchair who had apparently been sitting in plain sight of everyone except for me.

In retrospect I was able to find clues to his existence, but they are so minor as to be easily missed during a player's first time through. The characters are disoriented by their ordeal and enforced memory loss so the player tends to be similarly adrift.

Now, this trick can be done well, because Virtue's Last Reward did it earlier in the same series. VLR hid Sigma's physical age from both Sigma and the player (that he's an old man instead of a young one). But the reason it worked is because the game took place almost entirely in first person from Sigma's point of view, so what he didn't know, we didn't know. Also, Sigma's arms are cybernetic and clothed with artificial skin and muscle, so he didn't know the arms he was using were not his original 20-something year old limbs.

Finally, there were multiple conversations that Sigma had directly with other characters where they made fun of his age. Unlike Q, who was not party to the conversations that mentioned him, VLR's conversations were directly with the player character, so it's unsurprising that the insults are more memorable and taken more personally. At the time it's easy for the player and Sigma to write off other people as being rude, only for those clues to come back when the reveal is made.

2) Don't set up expectations you can't or don't expect to fulfill

Virtue's Last Reward and Zero Time Dilemma were conceived at the same time, but due to VLR's poor sales in Japan, ZTD came along years later and only after a successful fan campaign on the part of the English-speaking audience. I'm not sure if that factored into the discontinuity, but there was a bonus post-game scene in VLR that was included for players who managed to get all the bonus files in the game.

Game writer Kotaro Uchikoshi came out last week and said that the Another Time ending in VLR is not canon, because not every player who reaches the end of the game will see it, but the thing is, it feels very real and sets up a lot of expectations for what needs to happen in ZTD.

We learn that a mysterious entity "?" might be what allows the existence of a timeline where Radical-6 never escapes. We learn that Kyle has presumably jumped back in time even though he doesn't have a body to go to.

VLR proper closed everything off really well, only for Another Time to pop open a lot of questions, so players went into ZTD expecting to see how "?" fits into everything, and looking for Kyle, only to not find anything of either, as though Another Time never happened.

It was unsatisfying without knowing this from the start, and Uchikoshi has since said that it was a mistake to connect Another Time to the timeline flowchart in VLR, which made it look like it was canon, when it shouldn't have been. Uchikoshi says it was included as a bonus, since at the time VLR was in production the 2011 Tohoku quake had just happened and he wanted to give a little hope to what was otherwise a grim ending.

I'm not sure if that was always his intention, it's possible he threw away Another Time later on when he figured he could make a better story without it, but it could have been handled a lot better.

3) Player/character disorientation works even better when something expected is missing

This was a fun one to experience in action.

We know the Decision Game involves teams of three, and the three characters on each team all know who the others are. They're already expecting to pass out after 90 minutes, and they're expecting they will have forgotten things since their last period awake. They have a lot of be anxious about.

So the first time I played a story fragment where C-Team woke up with only two people I feared for the worst. Junpei was missing and I didn't know why.

Worse, I was now being forced to solve an escape room to leave the pantry, when the biggest issue on my mind was Junpei's safety.

Much of the anxiety worked because even though this fragment can be played early in the game, Junpei was the protagonist from Nine Hours, Nine Persons, Nine Doors which was the very first game in the Zero Escape series. Junpei and Akane's relationship and how they aided one another quite literally through time and space, was the most memorable part of 999, so when Akane wakes up and Junpei is nowhere to be found, we panic over his absence just as much as she does.

And of course the kicker is… right after we solve the puzzle, we do find out what happened to Junpei.

4) It's fun when one story makes you think of an older one in a new way.

The Zero Escape series has always contained some element of alternate universes, where the story branches depending on choices the player has made, but unlike most games which consider those exclusive from each other, Zero Escape has had information readily cross back and forth between them. Sometimes the information to solve a puzzle cannot be found in the timeline the player is currently in, but can be discovered in a different one that otherwise leads to an undesirable end.

When Carlos discovers his consciousness has hopped between two closely related timelines without understanding how, Akane chooses to explain the multiverse to him by using Back to the Future.

I watched Back to the Future ages ago as a kid, and though Marty McFly changes the future after his trip back in time, I didn't take the ending as much more than what I saw at face value. Marty went back in time where he started with a mousy "loser" for a dad, changed the past by making his dad cool, and went forward in time to discover his adult dad is a much more confident person.

Akane is not me though, and says that when she got to the end of the movie, she wanted to know what happened to the Marty of the second timeline, the one who grew up with the confident, rich dad, because that Marty must have existed, before the Marty we know goes back to the future. So whatever happened to the second timeline's Marty?

It was a good question to ask! And one I'd never thought of.

5) A little humor, even black humor, goes a long way the darker the main story gets

Shortly after Akane explains the multiple timelines to Carlos, she suggests the team hop timelines to escape their current predicament. This kickstarts a hilarious string of events where Carlos, Akane, and Junpei hop timelines with the specific intent of abusing their ability to do so.

It's a creative sequence because it's very much something a player would be inclined to do.

The reason for the humor comes from multiple sources. First is Akane's completely blasé approach to overloading a nuclear reactor specifically because it's easier to hop timelines when under duress.

Second is that when someone's consciousness jumps, they switch places with the version of themselves that they're going to, which means that if they're about to die, they're going to be killing their other self when they jump. While Junpei and Carlos are initially reluctant about swapping under those circumstances, they get comfortable fast, to the point they treat their alternate lives about as cheaply as the player does.

Third is that they choose very strange timelines to jump to while they have very little time to discuss anything resembling a plan. There's nothing that gets a laugh and a fair bit of concern like suggesting they jump to the timeline where they're all about to die in a hail of machine gun fire.

Fourth, Junpei wants to break the game by getting two of them killed in one timeline so they can use their X-codes (obtained on death) and then hopping to safety to another where they can use the codes to escape.

It's a very meta way of looking at his own existence, and involves him and Carlos sacrificing their other selves (who, by the way, are currently celebrating their amazing victory at rolling three 1s on three different 6-sided dice, a 0.46% chance) and jumping just ahead of Akane, who stays behind long enough to hear their X-codes before jumping herself, presumably leaving her other self bewildered and confused with the bodies of her friends.

Since you can repeat fragments whenever you want, going back through this sequence was one of my favorite parts to replay. It's so messed up, but it had me in stitches, and it's just what I needed since this is by far the darkest and most bloody installment in the Zero Escape series.

Monday, July 18, 2016

VN Talk: Zero Time Dilemma - Non-Linear With Style

I'm a big fan of the Zero Escape series which, as a whole, combines escape room mechanics with visual novel scenes to tell a gut-pounding story of nine people trapped playing a sadistic and possibly lethal game intended to bring out the worst in human nature. And yet, no matter how dark the games get, there's always humor, and sometimes a few tears.

Zero Time Dilemma is the third and final game in the series, and just came out at the end of June. This is much sooner than I usually talk about games, but as mentioned, I'm a big fan of the series, so this was one of the few Day 1 purchases I make these days. Also, I'm aware that this game very nearly did not get made at all if not for the incredible amount of fan support, so I made it a point to contribute to the sales tally and let the production team know their work hasn't gone unappreciated.

There are spoilers for the first half hour of the game and spoilers for how the plot is structured, but I've left out specifics since it's the nature of the narrative I want to talk about here. I'll talk about plot specifics later.

Zero Time Dilemma is the story of nine people participating in a Mars simulation site in the Nevada desert, the kind where everybody is physically isolated from the outside world so researchers can track what people's behavior is like and how they deal with problems when trapped in an enclosed space for a long period of time.

The whole thing goes off the rails though, when the nine people wake up in three different cells and are informed by a robed man named Zero, who is wearing a plague doctor mask, that they are now to participate in the Decision Game.

This game takes place during a simulated blackout period between Earth and Mars, so the nine participants cannot expect anyone to be monitoring them or to be able to communicate with the outside world. Worse, they seem to have been removed from their facility and transferred to an underground shelter.

The nine people are divided into teams of three, named C-Team, Q-Team, and D-Team, after Carlos, Q, and Diana, who are designated the team leaders. Each team is isolated from each other in three different wards (Wards C, Q, and D) so there is no way for them to directly communicate except through a messenger dog that is small enough to move through the air vents.

Zero informs them that the only way to leave if is six people die. Each time someone dies, an X-Pass is revealed, and they need six X-Passes in order to open the X-Door which leads to the elevator which will take them outside. To jumpstart everything, Zero asks each team to vote for which team should die, since that will give them three passwords right away. Whichever team gets two votes will be executed. Choosing to not vote will result in two votes for not participating.

Each participant in the game is also given a watch they cannot remove, which has two functions; 1) to tell the time, and 2) to inject a drug cocktail that will knock them out and remove their memory of the past 90 minutes. Naturally, they're only allowed to be awake for 90 minute stretches throughout the game, so the injections will remove their memories of whatever they did. As a "thank you" for voting though, Zero will not inject the amnesia portion for the first knockout, so people will remember their vote and have to live with the consequences.

So that is the setup.

From there, the game assumes a nonlinear style of play, based on the four possible outcomes of the vote; everyone is spared (by spreading the votes), C-Team dies, Q-Team dies, or D-Team dies.

But the player is not allowed to proceed directly to the next segment after the vote.

Instead the game opens up "fragments." The player can choose which team they want to play as, and are presented with a number of fragments in the timestream with little to no context for what happens in them other than a thumbnail graphic from one of the scenes.

This fits in with the memory loss, since the characters wake up with no idea what has happened since the vote or if this is even the first time they've woken up. They have watches, so they have an idea of how much time has passed, but nothing more than that.

The game plays with this, with some fragments occurring later in time than others, or even at the same time for the same team (in which case they're in different timelines based on how the vote went). Since they're in a shelter and they're unable to see the sky, time is also relative, since they only know what the watch tells them and there's no guarantee it's accurate.

A lot of games like to advertise having a non-linear story, but really, no one quite does non-linear like Zero Time Dilemma's opening fragment scramble.

Sometimes a team will wake up and discover someone's missing and they don't know why. Other times they'll discover through announcements that someone on another team has died, and have absolutely no context for what happened, leading to rampant speculation over whether someone on another team can be trusted.

But the fun thing is, as the player, it's possible to start to piece together things before the characters, because the player has access to all the timelines. After completing fragments, it's possible to see a flowchart (with unplayed areas blacked out). As more of it gets filled in, players can guess from context where the latest fragments will eventually wind up.

Being a Zero Escape game, this also means that the different timelines do not exist in isolation and it's not just the player who has access to all the information regarding what happens. Certain characters can get flashes of insight into things that happened in another timeline, even if it did not directly involve them.

As awareness of this phenomenon grows, this culminates in both characters and players intentionally jumping timestreams in order to accomplish what could not be done in a linear existence, and many later segments cannot be played at all until the player has done some jumping. It's only by collecting information gained across different timelines that it's possible for everyone to unite and escape the Decision Game.

Though the game starts at the same place for everyone, each player's method of getting to the "real" ending is different. There are certain funnel points where the information is controlled and it's not possible for players to deviate much (you can tell from when people get stuck and run to the GameFAQs message board and they all have similar flowcharts), but for the most part, and definitely for the first half of the game, players will have wildly different experiences.

It's entirely possible to play a fragment from late in the timeline and then go back and see the events leading up to it, all without intending to do so. Other times, it's possible to make Choice A in one fragment and then end up jumping to the timeline of Choice B in another. (That was probably the most gut-wrenching one, when I realized why I was missing someone because I was in the timeline where I hadn't saved her life.)

The little epiphanies that happen throughout ZTD are what make the game fun, and though they don't snowball to quite the level of Virtue's Last Reward (my favorite of the series), it's a very unique storytelling style that relies on the player being active and engaged.

Most tellingly, the key to Zero's identity is never directly revealed to the player. A lot of times when information needs to travel timelines, the information is clearly marked as something the player needs to remember. Sometimes Zero will even explicitly say something to that effect. But to identify him, the player needs to be able to put 2 and 2 together rather than just plugging in various potential keywords.

This makes Zero Time Dilemma a lot of fun, because there's a strong element of mystery in additional to all the pseudo-science, mental time travel, and death game portions of the storyline.

Now that the series is over, I'm not sure where I find anything else like it.

Monday, March 21, 2016

Zero Time Dilemma First Trailer Out

I rarely play games close to release due to having a large backlog, but if there's one game I'm likely to play right away this year, it's Zero Time Dilemma, the third and final game of the Zero Escape series.


The new trailer came out last week and despite being perhaps just a bit overdramatic, it sets up the stakes for what we expect to see in a Zero Escape game, though not why those events are happening (which have turned out to be different in every game).

The Zero Escape series features an unusual combination of visual novel and an escape room gameplay. Most of the story is told through narration and dialogue where the player has no control aside from making critical decisions. (In Zero Time Dilemma all dialogue is supposed to be voiced now, for less reading.) Then the player assumes control of the protagonist for the escape room segments where they have to explore a room and solve puzzles in order to find a way out. Anyone who's played a live version of an escape room game knows how these work.

As usual, Zero Time Dilemma features a case of nine characters trapped in a sadistic game where they have to make life and death decisions, many of which have consequences on the branching story.

New this time around though is that some of the consequences will be random. The example given at the latest presentation has the player deciding whether or not to shoot a gun secured at the temple of a trapped character. If they do not, a second character will definitely die. If they do, the first character has a 50-50 chance of getting shot in the head based on the number of loaded bullets. So the player could get lucky and have two survivors, get unlucky and have one, or choose not to involve luck at all and definitely lose one. The player is given ten seconds to decide.

Also new this time around is that the nine characters lose their memories after 90 minutes (the story being broken up into several segments) so that things can happen that the player has no clue about or how much time has passed. For instance, the nine characters are broken up into groups of three, and the player could wake up with only two characters with no idea how they lost one.

I'm pretty sure Zero Time Dilemma will follow a non-linear form of storytelling like Virtue's Last Reward where everything only comes together once the player has enough information regardless of what order they got it in. (And that would lean heavily on what Sigma and Phi bring to the table after the events of the last game.) Though it hasn't been specified that the game would play out this way, I think it would be a head trip if the story fragments are actually experienced out of order, but the player is unable to distinguish that right away due to lack of information.

Either way, it'll definitely be interesting!