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I'll also say that the most interesting part of the game was trying to figure out/understand everyone else's curse mechanisms, which is why the whole prologue is so strong. It would have been cool if more of the game was based around that, likely slowly having to figure it out to get past certain situations. That was deprioritized in the rest of the game.
I still enjoyed the game, but definitely understand how one can feel bait-and-switched.
My main confusion is "who was that random office lady Namigami killed with foot washing mansion? Just random person he tested it on?"
You barely EVER "use" items in the whole rest of the game despite there being a dedicated button just to keep track of your inventory on screen at ALL TIMES instead of hidden away in the Menus with all the actually important information like the Files? Theres tons of Character Art for people we never meet or even see directly in cutscenes or flashbacks, just to have for the Files as some kind of Red Herring. Some Character Motivations either seemingly REALLY dont fit the persons personality (I dont believe for a second THIS Guy would Restrict THAT person, he has ulterior motives..) or their motivations are so.. inconceivably childish (An Artist? You would waste it on an ARTIST??) that I can't take them as serious threats even when scenes are meant to imply such. Some plot threads almost seem like decoys or propped up to indicate something incredibly dark and tragic and instead its "oh wait really??? Its NOT something REALLY GROSS its??" just "I know what you did Lah-Dee-Dah".
And oh my god, that final revelation is absolutely horrible. Sorry Game Devs, but just because -I- play the game doesn't mean -I- want to be PART of the narrative by including me playing the game as an actual important final story beat. Lazy as hell, awful way to wrap things up. It's great this didn't cost more because honestly, with Steams Refund Policy as-is I'd say playing withing those first 2 hours is the best this game gets and everything after that window of time wouldn't be worth the money.
Hitting the reset button is such a lame cop out and it renders many of the story's emotional beats completely meaningless
Also this is really bugging me: if we could use player knowledge to influence Shogo and Mayu's actions, why couldn't we stop Mio and Erio from walking away?
"It was the only time she could be stopped" my ass.
I also don't really like 'but nothing you did matters' although the twist did make sense I had been wondering how she died and that curse was the only one that made sense. And they did sort of show the characters developed mostly the way they did in the story, so it wasn't quite as bad as 'nothing you did matters'. Still agree the start was the strongest part of the game.
I will say though if you didn't pick up that you the player were actively part of the game, it was kinda of beating you over the head with it about how 'well you'll have to activate this ability for them because it's not something they can even be aware of' and bouncing around the story to give people knowledge they shouldn't have. Granted I've played other games that utilize this meta-stuff and liked it there, and it's fair if you don't like it.
I replayed the ending right now to confirm it, and yeah. After investigating Iwai, there's a later scene with Tsusumi and Nejima.
It's certainly no friendly play date.
From what I saw they were just talking. Nejima, still in disguise, said "hi" to his "favourite policeman". And asked about the daughter.
That was it. No arrest or anything. Justice demands that guy get killed horribly.