9 Hours, 9 Persons, 9 Doors Official Thread

Do you like a good story? Are you OK with somewhat slow paced game play (puzzle solving to be more specific)? Do you mind replaying the game to get different parts of the story every time? Do you like getting your mind blown away?

If you answered yes to any of these questions, then yes.

There is a demo too, gives some basic story, and lets you play the first puzzle in the game:
http://www.aksysgames.com/999/
 
[quote name='guinaevere']This is worth paying full retail for? And opening?[/QUOTE]

It's less a game and more a thriller novel. The story is intriguing and certainly has you on the edge of your seat in several places. There are some very light puzzle and exploration elements to make it interactive enough to call a game.

I enjoyed it $35 worth, but that's likely because I was able to sell it for more than I paid for it when I was finished. Once you've completed all six endings (which takes about 20 hours) there is really no reason to go back.

The story gets a little on the unexplainable side in a few spots and the translation doesn't always flow very well, but all-in-all it is a pretty solid purchase.
 
Just got my first ending. It was bad.

Looking forward to multiple playthrus.

Also, I never understand why adventure games are knocked for "you have no reason to go back through it." You won't remember everything in a few years just like you can't remember what happens in books. And to suggest that you couldn't get enjoyment out of old Lucasarts games is simply insane, and you should be locked in padded boxes inside padded rooms to even begin such blasphemy.
 
[quote name='guinaevere']I'm in. Thanks, TLP! Sounds like one of the few truly great DS titles.[/QUOTE]

Wait for the Aksys store restock on the bundle.

Strell - if you got anything but the
safe ending, especially the dummy coffin ending, it's bad. But knowing the True ending is attainable and the quick text forwarding on the reply makes it bearable. I got 3 of 6 endings and i figure i'll wait a couple months to get the other 3.
 
[quote name='guinaevere']It was restocked the other day, complete with the watch. But I'm afraid how much the shipping would come to.[/QUOTE]

By "the other day" do you mean last week, before the restocked game+watch bundle sold out around Thursday/Friday? Since then, I haven't seen them restock any more bundles. But when they were selling the last week, the shipping was included in the price (though some of us had to pay tax).
 
[quote name='guinaevere']It was restocked the other day, complete with the watch. But I'm afraid how much the shipping would come to.[/QUOTE]

guy on the aksys forums said there was another restock coming.

36.99 is all inclusive
 
I've had four plays now and have gotten three different endings.

I'm going to write up a preliminary theory on what I think is going on based on what I've seen - who is who, unanswered questions, etc. Just different theories. I don't want to have anything spoiled, so I won't read responses to this until I've finished the game.

Most evidence is pointing toward Ace being Zero. There's a lot of reasons why:
  • In the ending where you find Lotus dead on the bottom deck, you notice that her bracelet is gone. The game specifically makes a big deal out of this, asking "who would benefit the most?" Ace could escape the ship with just his bracelet and hers, assuming he's Zero and thus has a zero bracelet. This is after you've been given the option of unlocking door 1 on the top deck, where you find the "captain" who has a zero bracelet. Ace could have had time to retrieve it and then killed the other players before letting himself out with Lotus's bracelet.
  • When the 9 Man dies, he specifically keeps saying that he was lied to, that he lied to him, etc. 9 Man seems to know a bit about the game even before it starts, as if someone had told him - and only him - information about what was going on. Ace specifically has to help the 9 Man in the beginning after he seizes Clover. This suggests to me that Ace spoke with him before everyone else got out of their cells, and then told him he would help him escape immediately. Ace, of course, did this with the sole intention of showing the other players the consequences of not following the rules.
    • Further, 9 Man becomes redundant in terms of escape after a while, because in most instances, the digital root for 9 would require three people anyway. Adding another 9 doesn't change that. It really only works if you've got two people who are digital rooting to 9 to begin with, and even then he's still not entirely required if you assume the zero bracelet coming into play.
  • Ace could have killed Snake. Again assuming Ace is actually Zero, he could have a zero bracelet on him at some point. The zero bracelet plus Ace's own and Snake's could have opened door three. Ace could then have used his altruism moment to escape to some other place on the ship to watch the rest of the game play out and/or leave it entirely, letting the traps and puzzles go on their own.
  • Ace could potentially be the brother of the killed captain on the top floor. He says siblings sometimes don't look alike, and given the age of both men, it's possible they are related. This is a weaker piece of logic but I'm making it anyway.
  • Ace seems to know a bit more about the ship and some of the puzzles than I'm comfortable with. Especially the stuff in the boiler/engine rooms.
  • Ace is the one person who doesn't lose his temper, as if he knows he's safe at all times.
  • Ace names himself after gambling terms. There is a casino on the ship. No other character does this.
  • The letter's of Ace's name all appear in the words "cradle" and "pharmaceuticals."
  • Zero wore a hoodied trenchcoat of sorts. This could potentially be Ace's, but this is also a weak piece of logic.
  • Ace is the first to disagree with Clover's suggestion that Zero is one of the players, citing that "this is what Zero wants - to turn us against each other." Other players think Clover's suggestion isn't a bad one, so why does Ace disagree so quickly to it?
  • It is possible that Ace is not dead in the endings where you find his body on the staircase amongst other players. He could have killed the others and then pretended to be dead, only to kill the remaining players as they returned.
  • During one ending, he asks Lotus to go elsewhere with him. As you die after this happens, you cannot verify anything that happens afterward. It's possible he kills Lotus at this time.

Reasons why it couldn't be other people:
  • Ruling out Snake, as he dies.* There was a lot of reason to suspect him previously, as it seemed like he wasn't truly blind and also knew a bit more about the game than seemed possible. Edit: I find it odd that Snake was the one to first notice the missing components of the REDs in the hospital room.
  • Ruling out Santa because of his seemingly genuine worry about his sister. Suspected him previously because of his dickish attitude and weird aversion to the clover bookmark.
  • Ruling out Clover because she's related to Snake, and thus undergoes a lot of trauma in the game as is. Of course she goes crazy in at least one ending so eh. Her suggestion about Zero being one of them could be a great use of misdirection, but I still think she's more of a psychological casualty than anything else.
  • Ruling out Junpei because unless this is an Agatha Christie, Chuck Palahniuk, or Edgar Allen Poe story, the "unreliable narrator" route would be and annoying copout. Besides I've seen him die three times now, so I'm assuming there's little reason to suspect otherwise.
  • Ruling out June because of how distraught she seems throughout the game.**
  • Ruling out Seven because of his memory loss/memory recovery and because he is a cop. He seems the most likely victim overall given his relationship with everything that has gone on in the past, as if Zero wants revenge on him. He also seems, in all reality, the most innocent of everyone involved.
  • Ruling out Lotus because despite her anger/aloof attitude (at least three instances where it appeared that she didn't care about anyone else's welfare), she ends up being very useful in several situations and has a lot of weird knowledge. She seems too genuinely interested in getting off the ship, and the kidnapping ordeal gives her less of an impetus to want to be on the ship. I do find it interesting that I never learned the name of her other kid.
  • Ruling out 9 Man because I'm assuming he's dead and because, as I mentioned before, the utility of deriving a digital root of 9 makes him almost entirely redundant.

*: Clover says Snake has a fake left arm, but in describing his corpse - even after being told his - Junpei mentioned the ulna. This still bothers me, suggesting that he could be alive. This would also suggest that Zero is trying to screw with everyone's head by having fake dead bodies. This means that 9 Man could also still be alive somewhere. I also find it weird that the mannequin bodies behind door 7 have alternating left arms, which could be a nod to Snake. Clover also goes into the Locke's Socks paradox at that time, which I find a weird coincidence.
**: Santa at some point mentions that you shouldn't trust anyone, as "that person could be the one who stabs you in the back." I find that interesting given that one bad ending has you getting stabbed in the back after watching June die, who would be the person who would trust the most.

Unsolved questions:
  • Who is the captain on the top deck?
  • What is going on with the coffin? Who the hell is in it? Snake?
  • Why are there two 9 doors, one of which shows up in the "Memories of the Escape" option? This suggests that there is reason to go through it before the other 9 door.

The presence of the gun in the coffin is very interesting, especially when paired with the fact that you discover both 9 doors after. The gun suggests that if there was any disagreement, one person could enact their will at any time. It also does away with the problem of having trouble arriving at a digital root of 9 if you had the wrong number of people.

I think that's it for a mental download for now. I'm going to play it right now. I'm really enjoying it - MUCH more than I thought I would. I love this genre, but I didn't think this game would be executing as well as it is. It's genuinely creepy, and there are a lot of little touches I'm really liking (the "Seek a way out!" animation, the music, the proper way to do a multi-play-thru mechanic).

/goes to play it more
 
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[quote name='Strell']I've had four plays now and have gotten three different endings.

I'm going to write up a preliminary theory on what I think is going on based on what I've seen - who is who, unanswered questions, etc. Just different theories. I don't want to have anything spoiled, so I won't read responses to this until I've finished the game.

Most evidence is pointing toward Ace being Zero. There's a lot of reasons why:
  • In the ending where you find Lotus dead on the bottom deck, you notice that her bracelet is gone. The game specifically makes a big deal out of this, asking "who would benefit the most?" Ace could escape the ship with just his bracelet and hers, assuming he's Zero and thus has a zero bracelet. This is after you've been given the option of unlocking door 1 on the top deck, where you find the "captain" who has a zero bracelet. Ace could have had time to retrieve it and then killed the other players before letting himself out with Lotus's bracelet.
  • When the 9 Man dies, he specifically keeps saying that he was lied to, that he lied to him, etc. 9 Man seems to know a bit about the game even before it starts, as if someone had told him - and only him - information about what was going on. Ace specifically has to help the 9 Man in the beginning after he seizes Clover. This suggests to me that Ace spoke with him before everyone else got out of their cells, and then told him he would help him escape immediately. Ace, of course, did this with the sole intention of showing the other players the consequences of not following the rules.
    • Further, 9 Man becomes redundant in terms of escape after a while, because in most instances, the digital root for 9 would require three people anyway. Adding another 9 doesn't change that. It really only works if you've got two people who are digital rooting to 9 to begin with, and even then he's still not entirely required if you assume the zero bracelet coming into play.
  • Ace could have killed Snake. Again assuming Ace is actually Zero, he could have a zero bracelet on him at some point. The zero bracelet plus Ace's own and Snake's could have opened door three. Ace could then have used his altruism moment to escape to some other place on the ship to watch the rest of the game play out and/or leave it entirely, letting the traps and puzzles go on their own.
  • Ace could potentially be the brother of the killed captain on the top floor. He says siblings sometimes don't look alike, and given the age of both men, it's possible they are related. This is a weaker piece of logic but I'm making it anyway.
  • Ace seems to know a bit more about the ship and some of the puzzles than I'm comfortable with. Especially the stuff in the boiler/engine rooms.
  • Ace is the one person who doesn't lose his temper, as if he knows he's safe at all times.
  • Ace names himself after gambling terms. There is a casino on the ship. No other character does this.
  • The letter's of Ace's name all appear in the words "cradle" and "pharmaceuticals."
  • Zero wore a hoodied trenchcoat of sorts. This could potentially be Ace's, but this is also a weak piece of logic.
  • Ace is the first to disagree with Clover's suggestion that Zero is one of the players, citing that "this is what Zero wants - to turn us against each other." Other players think Clover's suggestion isn't a bad one, so why does Ace disagree so quickly to it?
  • It is possible that Ace is not dead in the endings where you find his body on the staircase amongst other players. He could have killed the others and then pretended to be dead, only to kill the remaining players as they returned.
  • During one ending, he asks Lotus to go elsewhere with him. As you die after this happens, you cannot verify anything that happens afterward. It's possible he kills Lotus at this time.

Reasons why it couldn't be other people:
  • Ruling out Snake, as he dies.* There was a lot of reason to suspect him previously, as it seemed like he wasn't truly blind and also knew a bit more about the game than seemed possible.
  • Ruling out Santa because of his seemingly genuine worry about his sister. Suspected him previously because of his dickish attitude and weird aversion to the clover bookmark.
  • Ruling out Clover because she's related to Snake, and thus undergoes a lot of trauma in the game as is. Of course she goes crazy in at least one ending so eh. Her suggestion about Zero being one of them could be a great use of misdirection, but I still think she's more of a psychological casualty than anything else.
  • Ruling out Junpei because unless this is an Agatha Christie, Chuck Palahniuk, or Edgar Allen Poe story, the "unreliable narrator" route would be and annoying copout. Besides I've seen him die three times now, so I'm assuming there's little reason to suspect otherwise.
  • Ruling out June because of how distraught she seems throughout the game.**
  • Ruling out Seven because of his memory loss/memory recovery and because he is a cop. He seems the most likely victim overall given his relationship with everything that has gone on in the past, as if Zero wants revenge on him. He also seems, in all reality, the most innocent of everyone involved.
  • Ruling out Lotus because despite her anger/aloof attitude (at least three instances where it appeared that she didn't care about anyone else's welfare), she ends up being very useful in several situations and has a lot of weird knowledge. She seems too genuinely interested in getting off the ship, and the kidnapping ordeal gives her less of an impetus to want to be on the ship. I do find it interesting that I never learned the name of her other kid.
  • Ruling out 9 Man because I'm assuming he's dead and because, as I mentioned before, the utility of deriving a digital root of 9 makes him almost entirely redundant.

*: Clover says Snake has a fake left arm, but in describing his corpse - even after being told his - Junpei mentioned the ulna. This still bothers me, suggesting that he could be alive. This would also suggest that Zero is trying to screw with everyone's head by having fake dead bodies. This means that 9 Man could also still be alive somewhere. I also find it weird that the mannequin bodies behind door 7 have alternating left arms, which could be a nod to Snake. Clover also goes into the Locke's Socks paradox at that time, which I find a weird coincidence.
**: Santa at some point mentions that you shouldn't trust anyone, as "that person could be the one who stabs you in the back." I find that interesting given that one bad ending has you getting stabbed in the back after watching June die, who would be the person who would trust the most.

Unsolved questions:
  • Who is the captain on the top deck?
  • What is going on with the coffin? Who the hell is in it? Snake?
  • Why are there two 9 doors, one of which shows up in the "Memories of the Escape" option? This suggests that there is reason to go through it before the other 9 door.

The presence of the gun in the coffin is very interesting, especially when paired with the fact that you discover both 9 doors after. The gun suggests that if there was any disagreement, one person could enact their will at any time. It also does away with the problem of having trouble arriving at a digital root of 9 if you had the wrong number of people.

I think that's it for a mental download for now. I'm going to play it right now. I'm really enjoying it - MUCH more than I thought I would. I love this genre, but I didn't think this game would be executing as well as it is. It's genuinely creepy, and there are a lot of little touches I'm really liking (the "Seek a way out!" animation, the music, the proper way to do a multi-play-thru mechanic).

/goes to play it more[/QUOTE]

Don't know if you want to know how close you are on your theories,keep us updated on your theories/reactions as you keep playing ;)
 
[quote name='confoosious']latest news is that there will be no more watches. :([/QUOTE]Yeah, just checked their site and it looks like watches are completely done.

But I found a used complete at my local GS the other day, so I'm just as happy.
 
Poor Strell, he's gonna be so pissed when he finds out
Junpei is actually Tyler Durden.

i posted this in the other thread but here's a decision tree for the game.

999tree.jpg
 
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Thanks for that link, I read it, and seem to understand it but it cant make me care. the game was sorta enjoyable to play for the puzzles but it was a long read (yes even when skipping through).
 
I was too lazy to get all 6 endings so I aimed for safe and true. It confused the fuck out of me. 6 seasons of lost flashed before my eyes. :bomb: Srsly dont click if you didnt get the true ending ---->
10 years ago June died(???) in the first nonary game. The point of the second nonary game taking place in the present was to save june. When she narrates, she says something like "I am Zero. In 10 years, I will become Zero" How is she Zero in the present timeline if she supposedly died in the past? And how does she exist 10 years later if she's supposed to be dead?
 
Finally got the true ending after exploring almost every possible bad ending first. I almost gave up and looked for a walkthrough but I'm glad I persisted and got the true ending on my own.

I wish there had been a mechanism for tracking your previous choices (I had to make a bunch of notes on a pad of paper) and a way to skip over puzzles you had previously solved, but I also liked how the story continued to unfold as you explored different choices. I just wish there had been a more efficient way to get through the repeated content.

I think the creators of the game did a great job of putting a lot of different pieces of information into the story and then pulling them together as you explore the different options while avoiding tripping over themselves (though there were still some loose ends).

Really liked the ending. Quite exciting and emotional. Overall very well done.
 
[quote name='DarkonJohn']Finally got the true ending after exploring almost every possible bad ending first. I almost gave up and looked for a walkthrough but I'm glad I persisted and got the true ending on my own.[/QUOTE]
Wow, how the hell did you get the true ending on your own? It's rather specific.
 
Well, if you list all possible combinations of doors, then by the process of elimination you'll get there eventually. There are essentially 3 points where you can choose between a few different doors, and one of the choices in the second set of choices will always result in the same choice in the third set of choices, so that narrows things down a little.

Of course during the game there are several responses to different conversations, but eventually you'll get through all of those different responses if you go down enough bad endings. And if you save after each ending I think it accrues the knowledge gained from past playthroughs.

After about 5 playthoughs I realized I had to take a more methodical approach so I created a list of possible door combinations and then started to work my way through them, looking for patterns as I went. But due to bad luck I still hit nearly ever bad ending multiple times (I think I only missed one or two combinations that would lead to a bad ending, and even then I may have done those before I was taking notes).

But that's partly what made it more satisfying, to see how different pieces of information were revealed in the bad endings only to see how they were later revealed during the other endings and in particular how the true ending pulled it all together and added more details not disclosed on the other endings.
 
[quote name='pete5883']Wow, how the hell did you get the true ending on your own? It's rather specific.[/QUOTE]
I stumbled on the true ending on my second run just by taking different doors than my first time through. There are only two choices the first two branches (or are there 3 in the second?), and I guess I lucked into the correct last one.
 
[quote name='DarkonJohn'] But due to bad luck I still hit nearly ever bad ending multiple times (I think I only missed one or two combinations that would lead to a bad ending, and even then I may have done those before I was taking notes).[/QUOTE]

Wow. I'm impressed you played through the game that many times. After three times and three bad endings, I finally just looked up how to get the true ending. The game is so dark and discouraging at the end of each of the bad endings, I really just wanted to get it over with by then.

[quote name='botticus']I stumbled on the true ending on my second run just by taking different doors than my first time through. There are only two choices the first two branches (or are there 3 in the second?), and I guess I lucked into the correct last one.[/QUOTE]

Nice, botticus. I was pretty annoyed how each time I thought I was on the right path, suddenly everybody around me started
dying. It was creepy. My husband would be in the room, and I'd suddenly go, "Wait, what? He's dead?!"

And Game Over.
 
[quote name='botticus']I stumbled on the true ending on my second run just by taking different doors than my first time through. There are only two choices the first two branches (or are there 3 in the second?), and I guess I lucked into the correct last one.[/QUOTE]
I thought you had to make certain dialogue choices, aside from just the room choices?
 
I think you have to do a minimum of 1 pass through the game before you can get the true ending on the second pass, so it might be possible to cover the key dialog choices between both passes. Some of the correct dialog responses are relatively easy to guess (though the results of the other responses can be pretty entertaining....the first response during the elevator discussion with June in particular), so it might be possible to get through to the True Ending in two passes if you are really lucky. For me, it took far more than 2 passes....closer to 16 I think (and I may have done a couple more that were duplicates before I started taking notes).
 
[quote name='utopianmachine']Wow. I'm impressed you played through the game that many times. After three times and three bad endings, I finally just looked up how to get the true ending. The game is so dark and discouraging at the end of each of the bad endings, I really just wanted to get it over with by then.
[/QUOTE]

Yeah, I got 3 bad endings (the 3rd, 5th and 6th pictures I think) and repeated those a few times. I finally got the "Almost Good Ending" (the 4th picture), and then tried a few more times but kept getting the same bad endings. I had some rough notes on which choices I had made so I put them down in a more organized fashion and realized I only had a few more possible combinations and started to pick them off one by one. When I got the True Ending, it unlocked the 1st and 2nd pictures (I guess the 2nd picture is the ending you get when you do the same steps as the True Ending on your first playthrough).

I was very close to looking up the solution, but once I realized how close I was to having attempted all combinations I figured I'd just stick it out on my own. But if that approach hadn't worked (maybe if there were dialog choices that had to be combined with certain door choices and I made the wrong dialog choices because I had already tried the others), I would have looked up the solution because I was not willing to invest any more time in the game repeating the same things over and over.

The game was borderline frustrating, but enough new things kept popping up that it kept me intrigued and willing to keep trying to figure things out on my own. I almost feel bad for the people that only did a couple of passes through the game because of how much they missed out on how the story unfolds through the different door and dialog choices. Kind of like getting the Cliff Notes version of a good novel.
 
The game actually helps you find the true ending. After getting the
Coffin
Ending, the ending video actually shows
the combination of doors
you have to go through to get the
Safe Ending
. The only thing it's not specific about after that point is that you have to
go through the same choices as the coffin ending
in order to get the true ending, but on the other hand, given what you know at that point, it should be fairly obvious that's what you have to do.
 
My problem was that I never got to
Coffin
Ending and when I got to the True Ending it automatically added the picture for the
Coffin
Ending.
 
[quote name='pete5883']I thought you had to make certain dialogue choices, aside from just the room choices?[/QUOTE]
There are supposedly a few:
accepting the clover from Santa and giving it to Clover; yelling at Ace to leave you alone with Clover [note: I didn't think I did the latter, so I don't think it necessarily applies]
 
I beat this game in less than a week, could not put it down. On my first try I got the
letter/safe
ending and on my second try I got the
coffin/true
ending together. After that I checked out a guide on how to get the other endings. I was a little disappointed that in the
knife and submarine endings you don't see who the killer is
. This game is too open for interpretation. It was excellent XD
 
[quote name='botticus']There are supposedly a few:
accepting the clover from Santa and giving it to Clover; yelling at Ace to leave you alone with Clover [note: I didn't think I did the latter, so I don't think it necessarily applies]
[/QUOTE]
Hm. I was following a post on GAF from someone from Aksys, and he listed more than that.
 
Finished my first playthrough last night, with the
violent axe ending
kinda coming out of nowhere. This time I am intentionally picking all the opposite door options (or a diff one if there's 3), but haven't come across any different dialogue choices that aren't simply wrong answers. Guess I'll see how it goes. (Can't remember the last time I started a game up again immediately after finishing it).
 
[quote name='cindersphere']The ending of the game is soooo confusing, and the aksys interview did little to clear it up for me.[/QUOTE]

You should list some questions, maybe some of us can attempt to enlighten you with our opinions.

A bit of insight/opinion:
I think based on a lot of the questions asked that many people who finish the game don't realize that ONLY the True Ending was reality. I don't see June as being nearly as malicious as a lot of people are seeing her. As a 12 year old girl she saw into not just the future but into multiple possible futures and saw that the only way she would survive is to create the events EXACTLY as they happened in the TRUE ending. The only damage caused is the indirect murders of the 3 other leaders in the first experiment. But as a 12 year old she saw that was the only way for her to stay alive.

Also, when it came down to the chance to directly kill the actual leader (Ace) directly she did not do it. Granted you could also argue that there are other future events she's seen that required her to do so :0).

Also a fun paradox. 12 year old June survived because adult June planned and executed the second experiment. But adult June only planned and executed the second experiment because she survived the original experiment. Chicken or Egg anyone? Did the events make her capable of all of that or did the events happen because she was capable of everything?
 
[quote name='DarkonJohn']Just found this on the Aksys site...hilarious!!!:

http://www.aksysgames.com/2011/02/28/999-neo-for-all-your-one-stop-999-parody/[/QUOTE]

lol, not bad. House, Samuel L Jackson, Dora the Explorer, Arnold...

Anyways, beat the game 2 days ago. Can't say I like it anywhere near most of you folks. The puzzles are less so than typical escape the room puzzles. The story isn't great either, imo. If every ending
was a real ending, with the true ending being the good outcome, it would have been better. But instead, they seemed to have tied the bad endings together, and completely made the true ending the total deviation of the rest.

I got the endings in this order:
Submarine, axe, knife, safe, true.

There was something weird in one of the endings where
Snake knows something he shouldn't have, because he's blind. I forgot what it was at this moment, but it was part of the explanation. It was also something that was told to Snake in a dialog in the true ending, which further makes me think that there was a fallacy in one of the bad endings. It was either axe or knife ending, which I realized it a while after getting the ending, but a long week of work wiped my brain out.

I think my favorite part was that
Akane said she was "I", which to me means that her watch is 18 (based on the numbering system they use), which would support the idea that her watch acts as a 9, without two people having the 9 watch. So Santa could have had the 0 watch, since a 0 and an 18 obviously would act the same on doors as a 3 and a 6.

My Second favorite part would be that they're in Nevada. That totally didn't occur to me til 5 minutes before they told you. I was actually wondering how I missed that the majority of the time.

How did Junpei not know Santa was Akane's brother though? I find that a little hard to believe. I also find it hard to believe that Akane would don a gas mask and kidnap everyone. And who was acting as Zero and talking over the speakers?

And how did Seven and the kids escape 9 years ago? I'd think that all the doors would be locked that was accessible from the air duct.

Where did the axe come from? Who gave the two guys that died the explosives?

How did they all get there? Who put the cars there? Why did Akane and Junpei not ride in the same car? How were the gas tanks filled? Where were they driving to? What are they going to do with Ace, and why does he get to live, while the other 3 died?

And why even end with Alice hitch hiking?

There's just way too much in this game that didn't make sense to me to make it very enjoyable.
 
I agree that there were a lot of open ended pieces after the real ending, and maybe even possibly a couple of contradictions (though I can't think of them offhand), but I did like how each set of choices revealed new information but still kept you (or at least me) guessing up until the real ending where I think they did an impressive job of pulling almost everything together.

I think every good story still leaves some things unanswered because those remaining questions keep you thinking about the story after it has been told. It might not have been a perfect story (few are), but it was one of the best interactive novels I've played in my recent recollection and one that I still have in the back of my mind. If they were to come out with a "part 2" story by the same group of people, I'd definitely be interested in getting it to see what they do next.

But to each his/her own. There's no reason we should all like the same things to the same degree. At least you gave it a shot and finished the story, so you definitely are in a position to have your own opinion about the game.
 
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