#'oh okay well she's gonna get deeply and personally entangled with a bunch of death gods immediately' fdkjghkdf oh!! welp
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#I've played with irl atheists and catholics and everything in between#but it rarely feels like faith is a real factor for anyone-- DM or player#outside of‚ again‚ divine spellcasters and Big Epic Plot Things#I mean there are a couple of 'RAAAHGH FUCK THE GODS >:C' edgy backstory types but#no one is just Normally Culturally Religious and it's WEIRD#like it's not even a matter of faith in dnd! the gods are LITERALLY OBJECTIVELY PROVABLY REAL#so what does that MEAN for the average person! how does it shape language? business? culture?#where are the people wearing holy symbols like amulets-- or the way modern christians very casually wear crosses?#blessings over meals? prayers before bed? burnt offerings?#and like I enjoy thinking about world and culture building but I know that's A Whole Thing but even just like...#it doesn't feel like anyone believes in gods at all except clerics and paladins#like they DO because they factually exist but in the same way I 'believe in' like. the president of france.#like yeah he exists and is important to some people but has no bearing on my life whatsoever#that's such a fucking weird approach to the DIVINE in a polytheist world where those gods are YOUR CULTURE'S GODS??#I am bad at this myself but I'm not religious so it's harder for me to remember what Being Religious All The Time Casually is like lol#funny enough my character with the most intentionally religious background in this sense#is one of my ones who's ended up wrapped up in Big Plot God Things lmao#'aubree starts the campaign with a holy symbol of yondalla because of course she does why wouldn't she'#'oh okay well she's gonna get deeply and personally entangled with a bunch of death gods immediately' fdkjghkdf oh!! welp#you don't really pray to urogalan unless you're breaking ground for a new building or someone just died so it's STILL weird for her lol#but at least I had the framework there of 'oh yeah the gods exist and matter to me and my everyday life and culture' in general#about me#posts from twitter
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Adventures in reviewing games I haven't actually played
so it took me something to figure out why i really didn't like danganronpa, and that something was 9 doors 9 people 9 etc. i'm totally not just salty that chihiro dies early, r e a l l y
to begin with without even comparing I can already say Danganronpa is visually... terrible. The characters look mildewed, for lack of a better term. The backgrounds are clunky as shit, weirdly proportioned, brightly colored eyesores. Usually I'm pretty down for thing in weird unrealistic reality-breaking styles, but this just looks like... chunky ass...
Next, the characters... aside from looking completely unappealing, they're all bizarre unlikable stereotypes. I remember seeing someone claiming that's the "point", that the characters seem like stereotypes and treat each other like stereotypes because you supposed to get to know them and then you care when they die, and also they barely interact with each other because only you know their true selves because it's a deep meaning thing about stereotypes, but... it kinda doesn't seem like they actually manage to get beyond that. And also then of course they eventually die and then they stop developing. But we'll get to that. On the other hand, compare that to the 999 characters... it's a vibrant cast of tropey but still fairly unique characters with nice eyecatching designs. You get a taste of their personalities immediately via first the main guy's stupid little nicknames for them all and then through their reactions to his little snap assessment of them. Throughout the game they banter with and bounce off each other and continue being vibrant lovable characters and it's fucking beautiful. You could probably compare it to Higurashi with the great contrast between the characters dicking around with each other and the deeply serious and horrifying moments... hah, no wonder I liked 999 so much P:
And the final problem is that, and this is gonna sound really fuckin stupid for a sec, it's that people keep fucking dying in Danganronpa. No, really, lemme explain. So first off characters are slated to die regularly not only to fuel the court thing but as a direct result of it. If you're expecting at least two characters to die ever chapter or arc, it becomes routine. Plus the fact that the murders are slightly contrived- just put a bunch of people in a building and be like "lol kill each other", and instead of outright fighting and rioting you get single distinct clean murder events? It's fucking weird.
The other problem is, if you introduce a cast of characters we're all supposed to like and put them in mortal danger, people're gonna want to see them all come out alive somehow. DR addresses this with... a deus ex machina where you can get the key to the fucking exit out of a vending machine at the start of the game and just fucking leave. lol whut I dunno, maybe that was in one of the other games, not the first one which is the only one I ever bothered to even try watching. But the point is, the writers/designers decided to pander to the audience, but instead of thinking it out and allowing you to maybe affect events somehow I don't fucking know they went with a fucking stupid magic plot token.
In 999 meanwhile, while there's indications you've taken the wrong path long before you get to the killin', the whole point is to get as many people as possible out alive, so that problem is nipped in the bud. Not only does that lead to a more satisfying good ending, the bad ends are a wild fucking ride of bloodshed and death and it's fucking amazding okay
I... I dunno, man, the things just bug me.
... But as it turns out, that whole thing was just prologue to me bitching about 999's inferior sequel Virtue's Last Reward!
So VLR is like... basically, it's like if the writers decided to do exactly the same thing as the first game but amped up to eleven, and put no thought into it beyond that.
Immediately out of the gate you can tell the characters just aren't up to snuff. Compared to 999, the group introduction is just... like, there? It's like, oh, here's a person, here's a person. It's pretty weak compared to its predecessor. And then robot comes in with unconscious Clover because why. As far as I can tell, there's no reason for her to be unconscious except le drama, and in exchange... well, her character introduction is even weaker than everyone else's. Because she's unconscious and can't do shit. Her character and the writing are undermined for nothing of any worth. I mean maybe they'll hack up a reason for it later, but I really doubt it'll be as good as say June collapsing with a fever whenever you made a bad choice in 999, for two reasons. For one it's just... a one-trait plot point. June's collapses are interesting because, as it turns out, she has a fever then because she's literally burning up in another timeline. But Clover is just... out cold. Just that. It's literally a boilerplate sitcom drama trope. It's nothing. And then secondly it only happened once with no apparent cause so even bothering to explain it would be a waste of fucking time. So I almost hope it's never explained or even referred to again, except that's still stupid so I guess we're just fucked either way huh?
After that, the game's own design prevents anything like the interactions between groups in 999 by forcing the cast off into minimal itty bitty little groups of three. Man, that just damages it. There's very little of the cast interacting with... well, each other. Yeah sure you get to see enough of each character individually throughout the story branches when you pair up with them but they really don't feel genuine as a group. It's really lacking.
Oh, but then we can get into something that's just the pinnacle-example of the writing problems with VLR... the door-choosing scenes. Just... no, oh no... Every single damn one of them... there's a time limit. The characters know damn well there's a time limit, but they manage to get right up to the very last second boringly agonizingly going over every single combination of who makes what color... then boringly arguing over who goes which what... one time they literally just turn to mister main character at the last second and tell you to choose and they all just go with it because lolwritinghowdoidothisshitfuckingkillme In 999 meanwhile, a lot of the group/door deciding scenes *start off* with characters laying out who they do or absolutely don't want to group up with, or with characters picking out which door they want, and *then* trying to work out groups... you know, the *characters* take precedence rather than the look at muh clever plot mechanics u guise did u know that basic colors? The main character being the arbiter because he's a conduit for the player's input was done much more naturally, usually due to you being the tiebreaker vote or the like. And yes, once they get through the doors there's a silly little time limit thing while they run around looking for the second bracelet thing, but it's given much less focus so it's fine. Ugh... it's just, it's so painful to watch this game trying to go through the motions of its predecessor so exactly (the characters must choose a group for the doors but there's conflict!!) and still failing so hard. It's not so much the same motions as it is following the same path by writhing along the floor and occasionally sticking its ass in the air and screeching.
Mechanically, 999's "morphic resonance" and its interaction with the player's ability to replay scenarios with different choices is... one-for-one replaced with a much more generic and obvious concept that's then massively overused. In 999 morphic resonance is very much a unique trait of the narrative- it's built up to with various odd stories and conversations, based on events both real and invented, leading to the climactic moments where it's first revealed to be the lynchpin of the entire story and then used to save day. Not to mention it's a concept I don't think I've ever heard of outside of the game. It's pretty fucking fascinating, I'm saying.
In VLR meanwhile it's just like... hey, guys, quantum mechanics! Every second of every day, it's quantum mechanics!... But guys, guys, did I mention... quantum mechaniiiiiiiiiiiicfs- meh. Seriously, I'm... almost entirely sure I've seen a branching paths story use quantum mechanics to be "meta" with the fact that the game you're playing has the game mechanics in it before. It's basically baby's first smart-sounding complicated science thing that everyone basically already has a basic idea of (entanglement and spooky distance and shit).
But to make up for underdoing it on the actual ideas front, they decide to just massively overuse it. Nearly ever fucking "ending" I've seen so far has been "ha ha go quantum fuck yourself in another branch before you know how to do this one". Apparently only two endings out of go fuck yourself so many can actually be obtained from the start, and there's no real indication of which path you should take to get them (and it is *should* take unless you think perpetual bullshit and disappointment is some sort of necessary game and story feature). There's one fucking "ending" where the way out is to just fucking immediately go back a scene and watch it again. Just one. It's the one where Alice stabs herself, which happens in other timelines (or she tries to anyway) but only in this one do you do this thing because... it's a fucking misused overused gimmick! And look how clever we are in this single idea- what, polishing it? lol nope man go fuck yaself! aaaaaaaaaauuhghg- Also, you'd think *someone* would have thought "man all this quantum connectedness bullshit sure never happened to me in my normal life, I wonder what changed?" Again this isn't a problem in 999 at all because they use it sparingly instead of spamming it all over the place. Instead we get people wondering if the entire fucking universe outside of the box they're trapped in isn't the REAL shcrodinger's box *sarcastic mind blown ptcheeeeeww*
And then this is all just boilerplated on over the original Nonary game concept. Like, why does it still have to be the number nine? You're talking about quantum pairs and the binary between ally and betray, but the quantum entanglement system has to be awkwardly grafted onto the group of nine by having only some of them pair up and aaaaahksdjhguhdkhgkjdhgudrhg Why not change it to something relevant, like a power of two?
... No, seriously, let me just fix this entire setup in a hot fucking second. Let me introduce to you... THE BINARY GAME. So to fucking start off with you have eight characters, or fuck it have sixteen of them. If you want to "sequelify" things compared to the previous game just go fucking whole hog into it. Besides, having more characters might help with having smaller groups interacting at a time. So now your smaller groups are... larger. Anyway, you have eight or sixteen or maybe fifteen characters (because something zero indexing). They're quantum paired off and made to share their "destiny" or whatever the rabbit said (basically forced to ally regardless of how much they might dislike each other). Those pairs then pair off with another pair for the puzzle rooms who they can choose to betray/ally later on, forming a double standard of sorts that could be interesting. If you go with fifteen characters, the "zero"th one is the one missing (because of course). The 15th or whoever ends up without a partner has some dead relative/loved one as a backstory element and are particularly lonely or isolated, or are seen as suspicious by the others, but this is just thematic/a red herring and they aren't connected to New Zero.
And after you've got all that sorted have Alice-standin stabbing herself and you undoing it be the first significant quantum bullshit event that happens, effectively serving as a tutorial moment instead of shoehorned "look how clever I am u guise" bullshit.
After that, all the bullshit about "but what if humans are the real robot??" can be actually tied into the "binary" theme- New Zero's trying to make the "point" that if you boil a person's thoughts and feelings down to only two options (the prisoner's dilemma game) it supposedly becomes predictable, and all humans are just meat robots and shit. This is probably delivered in an extremely cynical way, like that people who'll always betray are proof humans are all evil and people who always ally are overly trusting fools. And people who'll ally or betray depending on the opponent or the situation, well they're just etc etc The player's ability to go back in time and change their choice is a "shrodinger's cat", in that no matter what you do the bunny will claim he knew you'd do that all along. And of course the final statement of this thing is that if you accept all the complexities of le human you'd see they're so much more than roburts. And then you just fucking play with the concepts. Binary numbers, binary options, binary pairs, quantum particle entanglement, going beyond two options like some quantum computing shit, do the gender binary by making Luna a trap, whatever! And for the endings you have like two or three or four that lead to "true" endings and are "to be continued" off if you don't get some of the bad endings and find out things first. You know, instead of the opposite of that.
Look, there, I fucking fixed it. fucking hell
What else can I bitch about?... Well, there's some just dumb shit like the one time some of them found a HWACKEY QHWACKEY AUSTRALIAN ROBURT that talked about deep philosophical shit with a wacky accent! Or it tries to, anyway, all it says is some boilerplate I'm-14-and-this-is-deep shit about how *maybe you're the robots* because... like, your arms move, or something. Seriously, that's it. And it just goes on and on for fucking forever, saying nothing of any fucking value in any of it.
Clover and Alice as far as I can tell are just there as like continuity-bait characters. Like hey guys remember that time we had a good game and these characters were there (or Clover was there and Alice was kinda this... thing)??? Remember how you liked them?? Well, now they're here, too! Effort done, everyone likes the sequel now, we can stop trying. It hasn't been covered in the game yet but apparently Alice's backstory is... fucking stupid. Like, the obscure fictional "all-ice" rumor from the original games that was an invented piece of deepest lore that informed the plot and feel of the game... uh now it's just some rumor everyone knows and kids tease Alice because she was kangs n Alice and shiet. It's like they tried to surpass the most obvious, boring, boilerplate thing they could do with that girl who appeared as a gag at the end of 999 and create a character truly out of nothing. And of course it doesn't fucking mean anything, it's just look at how clever we are obsessing over random shit from out previous success. Did Trigger write this game?
Everyone seems to fucking hate the main character. If you choose to downvote someone everyone gets bitchy at you about it, including Phi who probably told you to do it when she's partnered with you. But if someone downvotes you they're all just like "it's perfectly understandable to look out for yourself I don't know why you're upset lol". If anyone else (so far Quark and Phi) gets 9 post karma, which is what you need to get out of there, they'll just let them wander around because they totally wouldn't abandon us here lol but if you get 9 points they FUCKING MURDER YOU. And this one fucking baffled me for a while- despite loving to go on and on about the most useless of fucking shit all of the fucking time the game decides to not remind you that opening the 9 door kills everyone who doesn't have 9 points yet until fucking forever later (or, given that it's multiple paths, just at some completely random point in the story). So for the longest fucking time it just seems like they decide to kill you out of spite.
Oh, and everyone also seems to also fucking hate Dio. Like, wow, he gets kinda snippy with people and votes "betray" all of like twice in each timeline before people start physically assaulting him to prevent him from voting. It's not like people might get selfish and snippy when they're in a life-and-death situation, nooo, that's not totally understandable at all. Better yet the thing goes on about the prisoner's dilemma as this great big moral... dilemma- oh, do you choose "ally" or you choose "betray"?? oh man the choices!!- but when Dio is just like "fuck it I pick betray" and everyone just goes HOW FUCKING DARE YOU REEEEEEEEEEEEE--- (And yes, I've read the spoilers about him... it sounds absolutely fucking retarded.)
Speaking of which Dio's "I'm a ringleader lol" shctick seems like an entirely weaker imitation of 999's wacky character designs. 999 had characters who were eyecatching but not too over-the-top in appearances, which the main character raised an eyebrow at at the beginning but it becomes strangely normal as you go along. Sounds great, right? Well in VLR we have... ringleader guy for no reason, kid with cinderblocks on his fucking head, Clover and Alice looking FUCKING TERRIBLE... and then completely normal boring designs like old man guy. What the fuck? Seriously, in 999 you look at Lotus and in one second you know she's dressed as a bellydancer. You don't know why she is, but she is. In VLR you look at Alice and she's a... what? She doesn't even look like a stripper like Clover kinda does, she just looks retarded.
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