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#the foreshadowing bc we know what happens later is truly.... chefs kiss
morphogenetic · 6 years
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why you should play the ds version of 999 first and not the nonary games version: a thread
excuse the formatting of this bc im copying it from my twitter as text, but: why you shouldn’t play the nona/ry games version of 999 on your first run, a thread. lots of this has been said by other people too but i figured i would condense my opinions + what other people have said. 999 spoilers ofc, also vague vlr spoilers later on but the 999 spoilers are a lot worse lmao.
this is ABSURDLY long and i am sorry but tl;dr spoiler free version: buy tng anyway so you can easily play vlr in hd and to support the games, but play 999 on either a ds or an emulator if you have to because boy howdy the story is really meant for this platform (if you’re replaying 999 in the tng version after originally playing the ds version none of this applies LMAO)
(also this isn't meant to at ALL be angry at people who played the t/ng port first! im sad y'all didn't get to experience the dual screen version, but at this point t/ng is much more accessible and a lot of people don't even KNOW about the ds-original thing, so it's not your fault!!  like i WISH to god that they had ported it in some dual-screen/two-screen way, but the fact that they didn't isn't anyone's fault. ok end this part y'all are so valid i just feel sad that you didnt experience the game in its Best State)
spoilers below the cut
1) the big one: the implementation of the dual screen thing. they were always going to have a hard time implementing this on not-a-3ds, but i'll start with the non-spoilery part: action mode...is bad. the fact that they force you into it. is bad. novel mode is more passable but the fact that they default you into a mode with nearly 95% dialogue-only, in a visual novel, is..pretty gross, and the fact that they force-switch you into novel mode sometimes anyway is. maybe an indication that having a 95% dialogue route in a visual novel...wasnt good
  they EASILY could have done a split-screen mode instead, and while that wouldn't have been ideal either, it would still have allowed for the incorporation of both screens simultaneously without having to make compromises
also, petty spoiler thing, but some of the dialogue rewrites to make action mode flow better took out one of my fave pieces of foreshadowing. the main example of this is in junpei's flashback thing to getting kidnapped near the beginning of the game. in t/ng, they had him voice the 'huh, did i leave that open?' line, with respect to his window being open because, you know, zero 'bout to kidnap him. in the original, this is /not/ on the top screen (i.e. voiced by junpei) - it's on the bottom screen. without quotes, i.e. it's not something he's thinking but it's there, in the same formatting as the rest of the descriptions. in other words.....zero is the one saying 'huh, did i leave that open?' in real time, foreshadowing the dual screen twist. this is SO minor in comparison to everything else for SURE but the fact that this got left out still makes me so sad bc i LOVED it. anyway.
 (also the fact that the narrative mode twist of all the random gore descriptions being food-like makes WAY more sense in retrospect with the dual screens, because of course a fucking 12 year old wouldn't know how else to describe gore lmao. this is kind of lost in t/ng because it makes it out to be more of something that jun/pei is thinking but i digress. dual screen for dual protagonists good thanks)
2) (YES IT TOOK ME THIS LONG TO GET HERE. SH) the final puzzle.....in t/ng....fucking sucks. not only because the puzzle itself sucks, which uh...it does (PASSWORD IS THE PASSWORD?? FUCKING REALLY??). but a) it loses the theme-ing of the sudoku itself since, yknow. 9s everywhere but, 
b) more importantly, it just...doesn't have the same punch to it. even ignoring the fact that the sudden upside-down-ness is one of the best ways i've ever seen a puzzle suddenly hit you with a plot twist/a revelation, in this case the 'oh shit, we were solving puzzles from akane's viewpoint the whole time and /only now/ are we truly doing it with junpei being the input source' is just. fucking masterful. explaining this is so hard but i promise it makes sense. like obviously the twist w the dual perspectives thing is revealed right before but the fact that they suddenly (literally) flip the entire game on its head is just. *chef kiss* so good. 
also, adding to this, c) the fact that the tn/g version took out the fact that you were seeing baby!kane's face while you were doing the sudoku just adds to the emotional impact of the puzzle. like, in that moment, the puzzle itself isn't the relevant factor, it's the fact that you're doing the puzzle to save her. i no joke started fucking CRYING irl when that happened bc of how hard that hit me emotionally and the fact that they didn't even have something to mimic that in t/ng makes me so goddamn sad. it's not about the puzzle, its about Saving someone via the puzzle, and they just...removed that part. h
(also another dual screen thing here bc i forgot to add it earlier: the constant perspective-swapping thing during the true end feels much less awkward on the ds since you can just naturally shift your eyes between the screens. again, minor, and there probably was never going to be a great way to implement this with a single screen regardless, but it really does flow so much better with two screens. 3ds port of tn/g when)
3) finally, a more Controversial Opinion, but the timeline flow, while absolutely great for replays, kind of ends up spoiling you on the fact that there are multiple timelines that you have to search through for the truth. i wouldn't have minded this so much if the timeline feature in t/ng only unlocked after you hit your first ending, but they didn't do that - they let you look at it from the very start, which really..misses the point of the game. 
(minor vl/r spoilers incoming) in vlr, the fact that you know you have multiple branches from the start makes sense, especially both because it's SUPER obvious that there are branching points (door choices, allying/betraying, etc). obviously 99/9 has choices like that too ala the door choices, but you're actively -not- jumping between timelines. that's the point! because junpei CAN'T jump!! he's an esper, sure, though maybe only one by accident/strong emotional connection [thats a whole different thread LMAO], but the whole point is that he can't make timeline choices  in the same way that phi and sigma can literally timeline shift.
(end v/lr spoilers here i think) tl;dr the timeline feature is great for replays bc its super anti-frustration but boy howdy they did not implement it well. final point:  the fact that you have to play 999 from the beginning every time you get an end makes sense narratively since akane has to do the same thing - she has to go through the whole route (in junpei's head ofc) over and over, she can't just skip around. again, anti-frustration feature that i'm glad they added, but you still lose something w t/ng this way
like ngl, having to fast forward through things instead of just skipping around is annoying as hell, but akane had to do the same goddamn thing! probably way more than we actually have to do it in the game, tbh. definitely this is me prioritizing certain limitations of the ds hardware as important to the narrative but you really do end up missing out if you can just skip at will
4) very minor thing that isnt actually a plot thing at all but  some of the puzzle dialogue is infinitely funnier when you have the ability to see the characters on the top screen talking at the same time you have the puzzle stuff on the bottom screen. this mostly applies to all the stuff with the cards w all the player faces on them in the...cargo room? like it's still funny without it but somehow seeing santa talking about himself on the card when he says 'that's one handsome son-of-a-bitch!' is 500x funnier when you literally see him TALKING about himself
JESUS FUCK THIS IS LONG IM SO SORRY IF YOURE ON MOBILE
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