Operation Backlog Completion 2026
Jun 262017
 

The original Steins;Gate is one of the best visual novels I’ve played so far, and overall an amazing story to experience.

Steins;Gate 0, available for the PlayStation 4 and Vita, fills in an important gap in the original’s story. Because of this, it’s nearly impossible to discuss even its premise without Steins;Gate spoilers.

In other words, if you haven’t gone through the original Steins;Gate yet, do that before you even read about Steins;Gate 0. Steins;Gate 0 is a sequel/midquel set partway through the original game’s true ending.

If you recall, during the true ending of Steins;Gate, Suzuha tells Okabe that he had to fail once in order to set the events into motion that would allow him to reach Steins Gate. He then gets a message from his future self, who tells him what to do.

This follows that first Okabe in the beta worldline, from the point of Kurisu’s death up through him creating that message.

As you might guess, this means Steins;Gate 0 has a dramatically different tone. While the original started out light and funny, with elements of mystery, until it reached the key point in the story where everything changed, Steins;Gate 0 starts out dark and bleak.

The events of Steins;Gate left Okabe with PTSD. The mere mention of Kurisu is enough to trigger flashbacks. Seeing Moeka causes panic attacks. He carries anxiety medication in his pocket, visits a therapist with mixed results, and doesn’t even want to think about his old “Hououin Kyouma” personality.

It does have lighter moments, and Okabe gradually gets better, but there’s no denying that the events of the first game had a serious impact.

Another notable change is that he isn’t the sole viewpoint character here. Other characters, especially Suzuha and the newly-introduced Maho, tell parts of the story from a third-person perspective. At first, I had trouble adjusting to this, but it actually works quite well. It’s especially important to show us additional perspectives because Steins;Gate 0’s story is complex.

Despite dealing with time travel, the original Steins;Gate generally kept things clear and easy to understand. When the worldline changed, you knew why.

In Steins;Gate 0, however, you don’t have the power to change time. Different countries fighting over time travel is what eventually leads to World War III in the beta worldline, so the worldline (and the route you’re on) change based on who gets that technology first.

Most of the changes depend on how much you interact with Amadeus Kurisu, an AI at the center of the struggle.

On one hand, this makes the story much more unpredictable, because you never know what might happen. On the other hand, I ended the game still not knowing why some of my decisions led to different endings. It’s much more difficult to untangle the cause and effect in Steins;Gate 0.

Steins;Gate felt like one linear story that branched into what-if scenarios, but Steins;Gate 0 feels more like many different possibilities that show you disjointed pieces of the whole.

This complexity makes the true ending feel a bit confusing, and the true ending also suffers because it’s only a step toward the original game’s ending. Steins;Gate 0 is meant to fill in a gap, and that means the conclusion feels a bit lackluster on its own.

Now, all of this might make you think I disliked Steins;Gate 0. Nothing could be further from the truth. Steins;Gate 0 is fantastic and definitely worth reading. Maho is a great addition to the cast, the story delves into interesting questions about AI research and how much an AI can be like a person, and there are many wonderful scenes in every route.

Click for Steins;Gate 0 spoilers
For example, I loved the route that included a friendship between Maho and Moeka. While it made me sad that only one route includes this character development (and the entire timeline is undone in the first game’s true ending), it finally demonstrates that Moeka might be able to find a happy life in the Steins Gate worldline, too.

While Steins;Gate is an amazing story, Steins;Gate 0 is merely a great story. It’s a little hard to follow and it might raise more questions than it answers… but it’s still definitely worth a read for fans of the original.

Jun 072017
 

My progress toward finishing games in my backlog is going fairly well this year, but what’s this? A new Humble Bundle filled with visual novels?!

One of several VNs I’ve intended to get.

And in one fell swoop, I undid almost all this year’s progress toward “completing” my backlog.

This Humble Bundle features visual novels from Sekai Project, a company that has localized and published many visual novels. If you enjoy the genre, this is a hard deal to pass up. Let’s take a look at what’s included in the Humble Sekai Project Bundle.

  • Pay at least $1
    • fault – milestone one
    • Karakara
    • Nekopara Vol. 0
    • Ame no Marginal -Rain Marginal-

  • Beat the average
    • Nekopara Vol. 1
    • Idol Magical Girl Chiru Chiru Michiru Part 1
    • Narcissu 10th Anniversary Anthology Project
    • fault – milestone two side:above
    • Sound of Drop – fall into poison
    • Highway Blossoms
    • Japanese School Life

  • Pay at least $12
    • Nekopara Vol. 2
    • World End Economica (all 3 parts)
    • Idol Magical Girl Chiru Chiru Michiru Part 2
    • Memory’s Dogma CODE:01
    • Root Double -Before Crime * After Days- Xtend Edition
    • Sunrider: Liberation Day – Captain’s Edition

That’s a ton of visual novels available for just $12, and while you might raise your eyebrows at stuff like Nekopara, a lot of these visual novels are highly praised. For me, the fault milestone games, World End Economica, and Root Double (not to be confused with Root Letter) already made it worth it, and a lot of the others sound very interesting as well.

Sorry, backlog. I had to do it.

Are you interested in this visual novel Humble Bundle?


Note: There will be no blog post on Friday (unless some incredible news demands it) as I get ready to cover E3. The E3 press conferences are pretty spread out this year, so look forward to E3 coverage on June 10, June 11, June 12, and June 13 in addition to any news that comes from features like Nintendo Treehouse.

Jun 022017
 

Yesterday, a game developer worked to make things more convenient and natural for fans, while also letting new players try the game for free.

This upset many people.

The visual novel Dies irae ~Amantes amentes~, which was translated into English after a successful Kickstarter campaign was originally released in two parts.

This meant you’d need two separate game files, each of which would contain the same common route, but separate character routes. A bit awkward, right?

Fortunately, they found a solution and released it on Steam as a single game. Instead of two separate game purchases, you can download the common route for free and then buy each half of the game as DLC.

It’s convenient. It solves the problem of having one game split into two. And it gives fans what is essentially a large demo, to try the visual novel before paying.

But it reminded people of the dreaded free-to-play model where DLC microtransactions force you to buy the game in pieces.

That is not what this is. Not at all. If Act I and Act II were released as separate games, like they initially planned, you’d pay $20 for each and have them as separate files. Instead… you’ll pay $20 for each and have them as one file.

Yes, it’s technically “free to start” with DLC, but only to make it more convenient (one single game file) and give players a chance to try it. Unless you think demos are bad, there is no reason to object to the structure of Dies irae ~Amantes amentes~.

Mobile gaming has given free-to-start games a very negative connotation, but it’s not always like that. Sometimes, rather than being a F2P game with microtransactions, it’s just a demo that lets you buy the rest of the game once you’ve tried it. So the next time you see that alarming term, DLC, slow down and check the situation before you get upset.