This year’s Celebrating All Things Spooky contest included a prize where you could pick a game for me to review, and one of the winners asked me to review The Nonary Games.
The Nonary Games is a collection that contains Nine Hours, Nine Persons, Nine Doors and Virtue’s Last Reward, the first two games in the Zero Escape series.
(Since I never specified in the rules that it couldn’t be a collection, I should count myself lucky it’s only two games.)
First up, therefore, was Nine Hours, Nine Persons, Nine Doors, which I’ll refer to as 999 from now on for simplicity’s sake.
I’m not sure why it took me so long to play 999. People first recommended the original DS release to me back when it first came out, especially since I enjoyed Ace Attorney so much. That might have been the problem – coming from an Ace Attorney recommendation, I wasn’t pleased with 999’s darker premise.
Whatever the reason was, something put it in my head that 999 wasn’t my sort of game, so I ignored the Zero Escape series for years until I finally bought the Vita version of The Nonary Games… and now that I’ve played it, I can say that yes, this is my sort of game!
Even more than Ace Attorney, I’d describe 999 as a visual novel/adventure game hybrid. The visual novel sections are long and complete with narration, while the gameplay sections put you in rooms where you need to search for clues, use items together, and solve puzzles to escape.
The puzzles are pretty good. They present a challenge without being overly complicated. Usually, if I got really stuck, it was because I’d misunderstood the goal of the puzzle.
There are only a couple things I disliked about the gameplay in 999. First, when you go back through to get other endings, you occasionally need to partially redo a few puzzle rooms if you didn’t make certain choices the first time. On the other hand, there’s a helpful flowchart that apparently wasn’t in the original version, and while it took me a long time (and several confused conversations with a friend) to figure out how the flowchart worked, it’s a feature that really helps make this sort of game less repetitive.
And second, this version has two modes you can view the game in: novel mode, where you get dialogue and narration, and adventure mode, where you just get dialogue.
…There’s a mode that just cuts out the narration.
…And since puzzle rooms are always set in adventure mode, sometimes it resumed the visual novel sections still in adventure mode, and by the time I realized, I had a lot of narration to scroll back through to catch up on.
Okay, so aside from the flowchart, there were a few things that made me regret not playing the original DS version.
But why are we spending so much time talking about the gameplay in a visual novel? The story is the real focus here.
999 has great storytelling. It’s a dark premise (though it had moments of humor), where the main character wakes up to find he’s been kidnapped along with eight other people and put on a ship that will sink in nine hours. The 9 of them therefore have 9 hours to go through numbered doors, solve puzzles to find their way through each area, and locate the “9” door that will let them escape.
The number 9 is pretty important here.
It also makes heavy use of digital roots, as each player has a number and the digital roots of their numbers are what let them go through numbered doors.
The story is intense and also very mysterious. My interest in knowing what was going on and what secrets these characters were hiding kept me invested in the story from the start. 999 also draws on a variety of real concepts, fictional ideas, urban legends, etc. for its overall backstory/universe. I’ve rarely played a game that so often had me turning to the Internet to say “Wait, is that a real thing?” as this one did.
Since it’s a blend, the concepts that aren’t real have support from the ones that are, which makes the game’s ideas feel a bit more “real,” in a way.
I played through every ending, and I enjoyed how each one added a little more context without giving everything away (and some moments had a stronger impact due to information I had from other endings).
While it kept up a great sense of mystery and gradual revelations, I felt like things faltered just a little bit when everything came together… it wasn’t quite as tight a conclusion as I hoped for, although it was definitely worth it due to the journey there.
So while I do have some criticisms, I really enjoyed my time with 999. It seems to have left a few loose ends, but it does have sequels, after all.
Now I’ll be moving on to the second half of The Nonary Games, Virtue’s Last Reward, and I hope to find just as intriguing of a story there. In the meantime, what are your thoughts on 999?
Finally played it! I was not aware of the puzzle that changed in this version, but the flowchart is very preferable to having to repeat the entire game and ALL puzzles every time to get a different ending. Especially the first one that I could probably do in my sleep after the number of times I repeated it.
Yeah, I think I’ll definitely take the annoying ADV mode and weird puzzle over having to repeat everything each time.
Your spoiler box about the final puzzle has me concerned.
Is that the final puzzle, the one that in the DS version was the best use of two screens in the whole history of the DS…?!
https://www.youtube.com/watch?v=xrUwdDpnXbY
…Yeah, guess that is the case. Yikes. >.>
Yeah, DS version is the superior way to play it. Though now that you’ve played it outside the DS, it’s not worth going back to the DS just for that…
I just looked up the original version. Wow. That’s quite a dramatic difference. XD
It’s a dramatic difference in terms of gameplay, characterisation… and, you know, DRAMA.
Well, at least this version has a flowchart! That’s one improvement. XD
As someone who went through the first game on the DS and went through every door combination trying to complete the game without a guide…
(aka replaying it many many times)
…Flowchart would’ve been really really great! (My playtime would be substantially shorter.)
In the end I had to use the guide anyway because I had already chosen the final ending path of doors when I started the game, but you need to get the other endings before the final ending will activate, and I wouldn’t know that without looking it up.
The flowchart confused me at first largely because of the order I went in, which meant that I didn’t realize you had to be on a given branch for the flowchart to display key moments as unlocked, so I had only “lock” icons displayed and didn’t know how I could have gotten everything wrong.
But once I understood it, the flowchart was very convenient.
The best ever? I still remember at least one DS game I played that you had to solve a puzzle by tilting the screen at a specific angle so that you could see the combined reflection of the bottom screen overlayed on the top in order to solve a puzzle.
…Actually, nevermind, this was much better than that obscure nonsense.
And it’s 1000x better than that Sleep Mode one from The Legend of Zelda: Phantom Hourglass…!
Oh, was that DS game Trace Memory?
I was thinking, “That sounds crazy; what game was that?” Then I saw Ludwig’s comment and looked it up and found out that it is Trace Memory. Which I played. I think I must have blocked that puzzle out of my memory. XDD
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