Failure of participants to comply with the rules leads the bracelets that each has had affixed to his or her wrist to detonate an explosive planted inside of him or her, with said bracelets also numbered 1 through 9 and used to calculate the digital root of individual teams gathered to open each numbered door. The objective: make their way through the ship and escape from the various rooms by solving multiple puzzles, eventually reaching the door marked with a 9 within the next nine hours to make their escape or sink with the ship. There, he and the others are expected to play what their abductor, a masked assailant known only as Zero, calls the Nonary Game. You play the role of Junpei, a young college student who finds himself abducted alongside eight other people and brought to what appears to be a replica of the Titanic. 1 of the Zero Escape trilogy, and ultimately the most straightforward in spite of its many twists and turns. What's worse, when attempting to consider all three games as one long, continuous story, it's one that's ultimately as weak as it is inconsistent. Not only would I say that Virtue's Last Reward and Zero Time Dilemma are disappointing follow-ups to 999, I also believe that I've in fact been far too lenient with them in retrospect. Yet, I can't say that I hold its successors in the same esteem, which brings me to the point of this thread. Though having had some limited experience with visual novel/adventure games, at the time I hadn't played anything quite like it, the story having stuck with me long after finishing it.
QUARK VLR SERIES
I first got into the series before the decision came to actually make it one and rebrand it accordingly, the original DS release of 999: Nine Hours, Nine Persons, Nine Doors having been my choice for Game of the Year during my first year voting here.
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I can just imagine him rushing wildly at those bunny-killing bullies with Stygius in hand and still getting beaten and bruised somehow.It's been nearly a full year since the release of the conclusion to the Zero Escape trilogy, Zero Time Dilemma, so this seemed like a good time as any to look back on the series. It’s something he grows out of to a certain extent, but especially when he was younger, acting before thinking was Junpei’s MO. Especially with the Aspect of Zagreus, which fully upgraded increases your base move and attack speed, there’s a sense of naively running headlong into danger - and if you know Junpei at all, you know where I’m going with this.
It feels unguarded and reckless, somehow even moreso than when I play with the fists. Maybe it’s because it’s the weapon I was equipped with when I was still an unskilled Hades newbie, but there’s a certain vulnerability I feel when I play with Stygius. Zagreus and his sword are as iconic a part of their game as Junpei is for his, but that’s not the only reason I make the association between the two. Junpei is the character you begin 9 Hours, 9 Persons, 9 Doors with, and he maintains a steady presence throughout the rest of the series. Stygius is the weapon you begin the game with and the weapon Zagreus is depicted with in all promotional art. Junpei Tenmyouji: Stygius, the Stygian Blade, Aspect of Zagreus
What Hades weapon aspect would they main?