If you’re a fan of modern Japanese visual novels, you’re probably familiar with the world of Danganronpa and Zero Escape. Both of these series incorporate the basic idea of confining a group of characters in a mysterious facility, fighting to survive, and running towards an unforgettable, mind-bending mystery or sci-fi epic.
The creators behind both of these series recently founded Tokyo Games. There, the talent of other iconic visual novels of the team, including Takumi Nakazawa, was added. If the name is unfamiliar to you and you want to know what story he could bring to this new group, choose his iconic 2012 SF Epic Root Double new switch port. Please: Before * After Crime Days Xtend Edition is required.
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Not only does Root Double show off an incredibly bizarre and long title, it also has one of the most ambitious and extensive stories I’ve seen in a visual novel. The game presents two possible routes for you to play, so things simply start – after or before.
Despite the name, you’ll want to play after the first, it’s a firefighter sent to help evacuate a nuclear research facility after their reactors have experienced a catastrophic meltdown. Focus on the rescue team. However, hours after their mission, all exits from the facility were blocked, and our main character, the rescue team captain, was involved in a battle with a mysterious person who left him with a bad case of anime amnesia. It will be. After navigating the story of the events that occur during this incident, the Before route is packed with more explanations that take place before the meltdown and guides you through most life-part scenarios. Then unlock the C route, which focuses on a brief summary, the incredibly long finale D route, and the bonus E route story.
Overall, the root double is long. Very, very long. For fans of many genres, long visual novels are fine as long as it’s a fascinating and well-written experience. Root Double is definitely a grip, as the story consistently jumps into many themes and twists that have dropped my chin. As the story unravels, it’s a pleasure to prove that your assumptions about the world in which the game takes place and the meaning behind a particular event or action are completely upset or wrong.
Unfortunately, reaching these incredible moments can be a bit of a hassle. The biggest problem with root double is contradiction. This is most obvious in the root structure. The After route is a fascinating, fast-paced, action-packed survival story, while the After route is slow, mesmerizing, and full of literally descriptive dumps. The game relies heavily on real-life scientific concepts such as nuclear radiation, as well as a variety of crafted SF jargon. These jargon are frequently picked up through real-world classroom lectures and thoroughly explain all these concepts. ..
As long as the game gives you the freedom to pause your distrust, there’s nothing wrong with the unrealistic and stupid fictional sci-fi elements of stories like these. Root Double takes itself so seriously that a careful explanation of all of these fictitious and fictitious elements can make them stand out as even bigger highlights than before. I will.
There is also a slight contradiction in the selection method for root double. Rather than presenting dialogue decisions throughout the story, the Senses Sympathy System (SSS) is used to navigate the many paths and endings of each route. The SSS is based on the Enneagram of Personality, which is the actual model of the human psyche used to identify personality types. Each main character in the route is assigned to one of the personality types in this grid, and each time a major story event prompts, open the SSS and move the slider to change the “impression” of each character. I can do it. .. A low slider input means unreliable, unfavorable, and low priority, and a high slider input indicates the opposite.
This is a really interesting system and I’ve always been a fan of visual novels, providing a more creative way to drive story decisions and branch paths beyond basic conversational decisions. The only question is how ambiguous these SSS choices are. Despite the sliders, which basically allow you to assign impression values between 0 and 10, the only values that actually affect the story are low, medium, or high. What’s more, it’s not always clear what these updated impressions will translate into in the story. In one early scene, both my captain’s character and my new partner were trying to dive into the fire to save someone. By making her impression high and my impression low, I thought I was ready to take more care of her life and endanger my life. Instead, it was the other way around – her impression was so high and my impression was so low that my character jumped into her and rescued while I sat down and watched her succeed. I trusted more to do.
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