Huh. That’s weird. Did I make a blog or something? Shit.
Guess I have to update it now.
Yeah, sorry for the wait. I’ve (mostly) written up a couple
posts since numero uno, and I immediately put them aside because I decided I
shouldn’t dive into those subjects right away. They’re coming though. Topics
were music in the Mother/Earthbound series and female characters in games, the
latter of which is a doozy and, in retrospect, will need a whole lot more than
one post.
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| Also because Sarkeesian-oriented shitstorm. Not touching that with a ten foot pole. |
So what am I going to write about instead? Well, it’s
October, and because I’m one hundred percent original all the time and none of
my brilliant ideas have ever been conceived by another human ever, I’m going to
write about horror games in honor of Halloween.
“Horror games?” I hear you scoff through the monitor.
“That’s all anyone will talk about
these days. Slender, Amnesia, scare cams, Pewdiepie (don’t even get me started).
We all know the drill by now. Just give it a rest.”
You’re right. Talking, writing, or making videos about "scary
indie games" is basically an internet cliché at this point, through no fault of
the games themselves. To make matters worse, Resident Evil is now effectively
dead courtesy of RE6, and Silent Hill hasn’t been good since 2003. Why should
anybody care about survival horror right now? Well, I’m going to answer that
question by dodging it entirely. Fuck “survival horror;" I’m going to talk
about games that are creepy, atmospheric, and psychologically unsettling without
necessarily fitting under the umbrella of one genre, games that are some of the
best out there, yet sold poorly or flew under the radar. These are the best
horror games that aren’t “horror games.”
(Come to think of it, I guess VtM: Bloodlines fits that bill
pretty nicely. CONVENIENT.)
Alright, so first up is this little guy:
9 Hours 9 Persons 9 Doors is a psychological thriller puzzle
game/visual novel for the Nintendo DS. WAIT WHERE ARE YOU GOING COME BACK. Ok,
yes, it’s a visual novel, but hear me out. 999 essentially alternates between
two modes: the “escape the room” sections, where you explore and interact with
your surroundings one screen at a time and solve puzzles, a la Myst, and the
story sections, which are text-heavy and non-interactive, save for the major
decisions which will have an effect on the game’s ending. Assuming I haven’t
lost you already, you may have noticed that what I just described sounds like
the most boring fucking game in the world. It’s alright. I thought so too. Then
I played it.
Normally, I make a habit of avoiding visual novels like the
plague, but 999 succeeds in two major ways. First, its puzzles are a major step
up from the usual point-and-click adventure game fare, in that they are
actually logical and not needlessly obtuse. While the game might be a tad on
the easy side overall, the puzzles stay consistently fun, clever, and
challenging enough to be rewarding without feeling frustrating or cheap. But
more importantly, 999 features good writing, well-rounded and memorable
characters, and a story that will grab you from the word go, keeping you glued
to your DS until it’s all over. No, seriously, I know how that sounds, but
there’s no hyperbole here. When I first got this game I played straight through until I beat it, barring maybe two or three bathroom/food breaks, then immediately started over to get one of the other endings.
So, what is the story of 999? Imagine David Fincher and
the creators of Death Note getting together to rewrite “Saw,” and you have a
pretty good idea. You are Junpei, a Japanese college student who wakes up on a sinking
cruise ship with eight other people. Your captor, known only as Zero, reveals
that you have all been chosen to play the “Nonary Game,” in which you have nine
hours to escape the ship. You and your fellow participants must cooperate,
conspire, and betray their way through a series of rooms in order to reach a
door labeled, you guessed it, 9. And all the while, you slowly discover pieces
of a larger puzzle at work, leading you to wonder just what Zero’s true game
is.
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| Zero. |
The premise is nothing new, but its execution is so
one-of-a-kind that you’ll immediately forget. As stated, the game’s writing is captivating, on the level of a decent thriller novel. This is owed in part to a translation by Aksys Games that remains one of
the better translations out there, barring a few quibbles (descriptions can drag on somewhat, and one minor plot point late in the game makes no sense in English). Practically none of the awkwardness of a Final Fantasy
or Metal Gear Solid translation is here; dialogue is crisp, clever, and
occasionally hilarious, and the text descriptions of certain events are orders
of magnitude more evocative than any million dollar cutscene could ever hope to
be. One scene early on describes a character’s death in such a way as to make
me physically uncomfortable, while showing none of it onscreen. When is the
last time any gratuitous video game scene of heads exploding or limbs getting
sawed off evoked any reaction in you other than laughter?
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| Although I have to admit, it's cathartic as fuck. |
That’s not to say 999 doesn’t have solid visuals. Art design
is excellent and the pre-rendered backgrounds look great for a DS game. The
Myst comparison is appropriate here since the game world is basically presented
in slideshow format; however, this isn’t necessarily a bad thing. The graphics
are there to enhance the text, after all, and they do their job nicely.
Character portraits are striking and effectively set the characters apart
visually, something that anime-styled games often fail to do. In several cases
the character designs are practically tailor-made to seem like blatant anime
stereotypes (naïve and innocent schoolgirl, big dumb guy, "generously proportioned" lady, etc.), just so the game can set up expectations about the characters that
it then gleefully subverts later.
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| The cast. |
Unsurprisingly, 999 excels in the sound department in
addition to just about everything else. The soundtrack is both surprisingly varied and highly
effective at establishing tone. The puzzle sections are accompanied by
appropriately cerebral electronic ambience, while the story sections alternate
beautifully between pulsing bass synths, creeping violins, and melancholic
pianos. It all feels perfectly appropriate for the situation but somehow never
derivative or same-y, which is exactly how a soundtrack should be. Yet the most
effective moments of 999 are completely silent, save for the occasional sounds
of footsteps or beeping timers. Play it at night, with headphones on, and
you’ll see what I mean.
The game has its flaws, to be sure. Being a fairly slow reader, I never had a problem with this, but I've heard people complain about the slow text scrolling speed. Also, while I do think the writing is way above the general standards of most games, in some cases it can devolve into the juvenile and ridiculous. Just try to stick with it, trust me. Finally, I personally enjoyed the uncertainty of not knowing what ending my decisions would result in, but if you don't like the possibility of an unsatisfying ending, I would recommend reading one of the non-spoiler walkthroughs out there. The game does expect you to play through it more than once, but 1) you can scroll through text you've already seen very quickly, 2) you can skip puzzle rooms you've already completed, and 3) you'll more than likely want to anyway.
999 is a game with no shortage of strengths but I have yet to even touch upon its greatest achievement: it is a story that could only have been told as a video game. Without spoiling anything, even the format of the DS hardware itself is tied to the narrative in a twist that will send your jaw crashing to the floor. Instead of trying to be just like a book or a movie, 999 embraces its medium to great effect, and to me, that's the definition of a good video game story. So go play 999. You won’t be disappointed.





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