NOTE: You
ABSOLUTELY MUST play
999 before playing
Virtue's Last Reward.
Zero Escape: Virtue's Last Reward is an amazing sequel to
999: Nine Hours, Nine Persons, Nine Doors which improves on everything that made the first game so amazing.
Zero Escape: VLR starts similarly to
999 with your character, Sigma, waking up in a room after being kidnapped by the mysterious antagonist Zero. This time though you are not alone as you share this room with a white haired girl named Phi. After solving the initial puzzle to escape the room you meet up with the other captors, which include a man in a robot armor, a circus ring master, a giant breasted Egyptian woman, and a character from the previous game, to name a few.
A computer AI in the form of a talking rabbit called Zero III informs you that you all are a part of "Nonary Game: Ambidex Edition". While this is similar to the first game with you teaming up and traveling across various rooms solving puzzles to eventually exit through the "9" door, it differs in one important aspect which is the point system.
Now the wristwatches worn by the participants have a point counter on them where points are gained or lost depending on a voting system placed between each round of rooms. Teams are initially joined up by complimenting watch digit colors. After the room is solved the teams are split up and sent to private rooms to vote "betray" or "ally". If both teams choose to ally, both are rewarded 2 points. Two votes of betrayal result in 0 points for both. If one votes to betray while the other allies, then the betrayer gets 3 points while the other has 2 points taken away. Getting 9 points allows you to leave while slipping below 0 results in the watch injecting poison into your bloodstream, killing you.
The first time this happened the character Phi explained to me that picking betray was the logical choice but I still had a hard time understanding. After figuring it out, here's my explanation of why betraying would be the best choice:
There is a game show from England called "
Golden Balls" whose final round consists of basically the same dilemma. Split or Steal the money. Check out this awesome example:
Amazing. So this is how it works. Choosing to split the money can only result in less money or no money, whereas stealing can result in ALL the money or no money. So the smart choice would be to steal.
The presentation of the game has been upgraded from the original Nintendo DS game. Characters are now fully voiced with with memorable performances (although some tend to stray too far into cheesy territory) and there is an option to use both English and Japanese audio tracks. The voice actors deliver the lines with good expression suitable for each character and while I tend to skip over spoken dialogue in games after I have read the subtitle, I found myself letting the speech play out to hear the mannerisms come through. The characters are now rendered as 3D models but their range of motion is quite limited. This is not surprising considering the visual novel style of the game. Music is also suspenseful and never got tiring to listen to.
As for the puzzles in the game, they are your basic "room escape" scenarios with you tapping around to search for items and clues. One notable problem I had with the puzzles this time was the reliance on math.
I am absolutely horrendous at math. I can barely add two numbers in my head and I'm pretty sure it's some kind of learning disability. So while in the first game I was able to solve all the problems by simply thinking them through, in this sequel I had to resort to looking at a guide several times because I didn't want to spend 4 hours adding columns of numbers together.
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What the fuck am I supposed to do here? |
On a positive note, a huge improvement in the gameplay over
999 has to be the branching tree system. In the first game you had to play multiple times to achieve the "True" ending. This allowed you to skip over previously read dialogue by holding right on the D-Pad, but there were still several parts that you would have to continuously go over again. This time,
VLR solves this problem by graphically representing the choices in a large branching tree.
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So many paths to see |
You are able to jump between nodes on the tree directly to points prior to major decisions. At first I thought this was simple a mechanic put in place for the sake of convenience, but without spoiling too much, this plays a much bigger role in the overall story of the game.
Another aspect of the game which has been improved is the story. Characters, while being taken to extreme levels of zaniness, do so to make them much more memorable than those in
999. Also, much more emphasis is put on the characters' back stories with many of the "bad" ending branches leading you to find out some kind of major revelation about a player's past.
The story of VLR is the biggest draw here. The first game dealt with interesting themes of communication and free will and likewise, VLR goes all out with topics such as identity, time travel, and loyalty. Not only are these topics interesting to experience they are integrated so well into the gameplay. Not a single idea is wasted, unlike the first game which occasionally had moments of "Here's a quirky fact. Now let's never speak of it again". Every new section of the game presented an interesting twist that kept me playing every single night for weeks until 5AM. I completed the game with a 25 Hour 46 Minute playtime to get a Platinum Trophy and loved every second of it. It's truly one of the most entertaining stories told in a game.
Bottom Line:
Zero Escape: Virtue's Last Reward is a game that must be experienced along with it's predecessor
999 by anyone who is a fan of great storytelling. While some of the puzzles can be frustrating, almost every other aspect of the game has been improved upon.
Pros:
Excellent story
Much better replay system
Cons:
Too many math based puzzles
9/10
My Thoughts On A Sequel
VLR ends on a spectacular cliff hanger. When the game was first announced the creator, Kotaro Uchikoshi, stated that this would be the the third part of a trilogy with
999 being the first. This seemed confusing at first, but once I completed the game it all made sense and I was hungry to play the middle chapter.
But then a few weeks ago via his
Twitter Account, Uchikoshi announced that he was not able to secure funding for a third game. Fans of the first two games were understandably devastated and a Facebook Group called "
Operation Bluebird" has been set up to show support for a sequel.
While I would love to see a sequel I'm not sure if this can happen. Although fans of the games are absolutely devoted to the cause there is just realistically not that many. Sales were small in the US and apparently even smaller in Japan (which it would seem, is the reason for the lack of funding).
From what sales data I could find it seems that the sequel barely sold over 15,000 copies over both platforms in Japan. This is nowhere near enough for a publisher to justify a new game.
While it's absolutely painful for me to admit it, I have to reserve myself and just accept that the story will never come to a close. But, for the sake of being positive, this is how I see the best case senario working out:
Many fans have suggested to Uchikoshi to look into crowd funding options like Indiegogo. If he were to do this I could see the possibility of the third game being made, but most likely not handhelds due to the high licensing fees. The best course would be to make a PC version, include ports of the first two games, and sell it on Steam for ~$30. I know I would pick it up.
The real question is will there be enough fans to support it? I can only hope for the best but expect the worst.