Reviews from

in the past


Yo dawg I heard you like nine so I put nine persons in nine doors in nine hours so you can escape while you zero.

Spoiler free recap: Doctor Strange uses the Eye of Agamotto to confront Dormammu. He is killed over and over again, and every time he uses The Eye to come back. Over and over again, dozens, hundreds, maybe thousands of times. Every time arriving with the iconic line "Dormammu, I've come to play Sudoku."

999 seems to often be recommended as some kind of entrypoint into visual novels and maybe point and click, as a mix of both, somewhat similar to Ace Attorney. Hell, it has ladder jokes so you can see the common points.

It’s also an escape game… game. You are locked in places and you’ve got to figure out where to go. The game alternates between these escape puzzles and story sections where the party will progress inside the boat, looking for an exit.


The atmosphere is spot-on

You are locked inside a big boat and it’s gonna sink. The environments are modelized in very basic 3D but this works in the game’s favour because the poor 3D models make everything feel cold, alien and eerie. Similarly, the sound design is really nice. The sounds of the interface also have that eerie feel and the soundtrack manages to convey tension throughout the game.

The story perfectly captivates the vibe of being locked inside a mysterious location which you get to know through your progress in the game and your multiple runs, revisiting locations as the game centres around a few spots. It will introduce future locations early on too so you can get used to it: see that door? It’s locked, but now you know there’s a mysterious door with a mysterious symbol on it.


The puzzles are satisfying but not exceptional

999 is a hybrid between two genres and I don’t think it excels at puzzles. However, they are decent and provide a good amount of fun. I think that a lot of the puzzles are too linear and the solution comes up way too naturally: you usually can only do one thing at the beginning and you’ll easily know what to do next, until the end of the puzzle. For example, you do not get to pick up a lot of items that you’ll use later, especially because of the game’s nature where every puzzle is isolated instead of being a whole

You don’t get to visit the ship yourself but through the story, this is a pretty heavy limit and I think it does not play in the game’s favour as I would actually have loved having the freedom to do so. Linearity aside, it’s just too easy to guess what to do and the characters also give a lot of hints. Honestly, I think most hints sounded silly because the puzzles are simple enough yet you have to read all these talks where the characters are trying to figure out the solution but where at the same time the writing is trying to hide the actual answer.


A story too constrained into a single ending:

A lot of visual novels have multiple paths you can take yet ultimately a single “true” one. 999 is no exception and it comes with the flaws of the genre. The alternative possibilities in this story do not offer much and the main use is to have the player experience multiple attempts at solving the story. This ends up quite repetitive because the information you acquire through the alternative routes is eventually used in the true ending and thus had to be explained again, in a clumsy and redundant manner mostly (although there is a neat gimmick about it too).

Another problem 999 has is that it somewhat lacks a story for a good portion of the game. Because of the way the plot is designed, there aren’t many secrets to be revealed or progress to be made that wouldn’t give away the entire plot. Thus, the plot is heavily concentrated into the true ending of the game. This route is actually quite long and took me about a third of my entire playtime of the game, compared to other ending branches which would be maybe 30 minutes long.

Because the story is so concentrated, the feeling of progress is lessened and the incentives to move forward are limited. There are only little details that matter in most routes and nothing big to retain from them. You do one route, reach a dead end with no explanation of why you failed and you just got to try another path. Thankfully, the PC port has a flowchart allowing you to go back to any point in the story instead of restarting everything, this makes it very convenient to play through the entire content and I am not convinced at all by those who criticise this system.

The reason why I believe the flowchart is essential is that there’s no impact to the choices you make and your progress is up to luck. Almost all of your choices are about which door to go through and you wouldn’t know what happen ahead of time. The other choices are choices that appear pretty inconsequential yet they are required to reach two of the endings. I thought they were really bad. At one point, a character asks a maths question and I had to answer wrong to unlock a certain path: there’s no way I would guess it without indications.

That aside, I did actually enjoy the story and I think they were some very touching moments.


Pseudoscience and fun facts, I say no:

One last thing I strongly dislike about this game is how pedantic it can get. To explain this, I will try to make up a situation that didn’t happen in the game but in a way that would happen in the game:

The group finds a nuclear bomb with a timer counting down. They panic but one character manages to keep their calm and starts explaining, “this is a nuclear bomb, do you know how nuclear science has allowed us to make a nuclear bomb? It was discovered by…”. After a lengthy explanation of how nuclear bombs work, another character will reveal their expertise in this science and start adding some precisions, “hey, this is actually a 1 megaton bomb, the radius of explosion would be around 10 km. If this exploded, we’re all dead!”. After this, we finally get to see the characters do something and how it’s gonna matter in the plot.

Quite a lot of the time, the story is interrupted by this kind of needless jargon you would hear from a high schooler trying to tell you cool science facts, if not pseudoscience. Yeah, the game also has a lot of pseudoscience and because of the way it was introduced I really wasn’t convinced. Not only is the introduction improper but the fact that all of the characters turn into some weirdos with random fun fact encyclopaedias in their head is just absurd to me.


Overall I did enjoy the game and appreciated it. It’s not the VN nor puzzle game I liked the most but I still think it has its merits.

The worst masterpiece I've ever played. Absolutely genius from start to finish written by someone who has very clearly never talked to a woman. 25 hour long visual novel that ends with a shot of bare butt.

Clearly, my expectations for Zero Escape were not high enough.

I don't like calling games such as this or Ace Attorney "visual novels" because they're not novels. They're narrative puzzle games. There is absolutely a "game" in finding and acting on the contradictions of an an Ace Attorney game, Zero Escape is much the same, with elaborate puzzle sections that vary wildly between "absolute babycore" and "actual math homework." I don't like math. My time in the education system poisoned me against it so viciously that I quickly get fed up with even basic addition. Even still, I'll be damned if 999 didn't at least KIND OF get me to care about the numbers. I played on the DS rather than the remastered Steam version I also own, and I would recommend that others do the same. You don't need the voice acting, you don't really need an art upgrade, and most importantly and interestingly, you don't need the Quality of Life.

999 is, and you'll have to excuse the micro-spoiler inherent in this sentence, a game that is meant to be played more than once. It is however, like most puzzle games, somewhat difficult to replay. Puzzles are seldom fun to solve twice, and 999 involves solving a whole bunch of puzzles a whole bunch of times. For the most part, these puzzles can be blasted through with little resistance after you've solved them once, though I'd be lying if I said that the repetition didn't have its annoyances. Mercifully, even on the DS, the game features an adequate fast-forward feature and is short enough that repeat runs are nothing to be upset over. More to the point, 999 is structured in such a way that it is almost impossible for the player to not experience something new, substantial, and interesting on each run. This might be the thing about 999 that impressed me the most.

The other contender is the clockwork nature of its writing. Even though I can find logical or logistical wrinkles in its plot if I try, 999 is so excellent at threading its themes into neat little loops and layering its twists on top of each other that to focus on such lingering curiosities would be pedantic in the extreme. 999 knows exactly what it wants to be and how to keep you interested from start to finish. It unfolds itself in a truly well considered way that expertly delivers on dread and intrigue. The impenetrability of a mystery is always subjective, but for the vast majority of players, 999 will regularly throw well-timed curveballs that are properly foreshadowed without giving too much away. The clever will catch some twists well ahead of their reveals or occasionally have their suspicions vindicated, but no one is likely to get ahead of each and every one.

If there's a particular reason I'm not ready to christen 999 as a member of the five-star hall of fame besides the necessary repetition, it's the actual puzzles. As I said, some of them are Weenie Hut Junior material, and most of the rest are just doing actual math, though for someone less allergic than myself, that math probably qualifies as toddler stuff too. In itself, that's fine. It's merely the chosen accessibility level. It's mostly two things that raise my eyebrow: the total chaos of the difficulty curve among those puzzles, and the fact that in many parts of the game the actual difficulty often feels like it comes from pixel hunting and navigating the environment, rather than anything else. I got legitimately stuck on the very first puzzle because I couldn't tell that the thing I needed to interact with was a separate object, and the camera angle cut it off in such a way that I didn't think it was meant to be in my actionable field of view. This kind of stuff fades away quickly as the player learns how the game operates, but I can't help feeling that there's some clumsy design in play in some of these escape sections, and that it bears mentioning.

When all is said and done though, 999 will be sticking with me for quite some time, and as a Saw-Disrespecting Math Hater, I'm very glad that I didn't write it off.


this is an average escape room experience in my friend group tbh

never looking at sudoku the same way ever again

Do not play any version of this aside from the DS version w/ a text speed patch

simple and well written. the puzzles were well thought out.

half of the characters are neurodivergent. insane and overly complicated etc etc etc. i loved it very very much. the themes, characters, writing, puzzles etc etc were all as if i was the ideal consumer

Changed the way I view videogames forever

Muito legal, saudades de uma visual novel de mistério desde o fim de danganronpa

O final me deixou meio (?) mas tem uma sequel q expande em algumas coisas então n tenho o julgamento completo...... mas gostei bastante............

"Zero Escape: Nine Hours, Nine Persons, Nine Doors" delivers a gripping experience that keeps players on the edge of their seats from start to finish. As a visual novel, it excels in creating a nonstop atmosphere of terror and suspense, making every step of the journey feel intense and unpredictable.

One of the game's standout features is its well-developed characters, each with distinct personalities and motivations. Their interactions and relationships add depth to the story, immersing players in the game's intricate narrative.

As a must-play DS game, especially for fans of visual novels, "Zero Escape" offers multiple endings that enhance its replayability. Each playthrough uncovers new layers of the story, encouraging players to revisit the game and explore different paths and outcomes.

Overall, "Zero Escape: Nine Hours, Nine Persons, Nine Doors" is a solid addition to the visual novel genre, delivering a thrilling and immersive experience that will keep players engaged from beginning to end.

I had a fun time with this one on steam deck. It felt like the precursor to the godly Ai: somnium files series which I found way better, but I still liked this one and loved the characters.

this game is so incredible gosh. dare i say nearly flawless. the twists had my jaw dropped, all of the characters are so unique and well done, the story is incredible, the puzzles are fun, this game is just soooo silly i'll love it forever. all of the endings are so good. gosh

Coming from the Danganronpa series I wasn't sure what to expect playing this game but it sure wasn't this. They both might be death games but zero escape has a different approach to the genre. A very interesting puzzle game that captivates you the instant you finish an ending and wants you to keep going for more of the endings for you to slowly find out the reason why junpei and the others are here as you find out how to escape. Learning the backstories of all the characters as you play the different routes you learn the reason why they were chosen for the game as you grow to like them. This game really surprised me as the true ending was definitely something that was different from my expectations. It's a very solid VN that makes me curious to try out the rest of the series one day

This review contains spoilers

So, lemme get this straight... Girl get's Jigsawed. Bends space time and/or uses magic to create dozens of multiple realities set 9 years in the future where SHE becomes Jigsaw and forces her love interest to save her in the past through some voodoo where they share memories... she does all that instead of just solving a beginner level Sudoku puzzle?

This review contains spoilers

This game introduces an entire cast of characters to you within the first 20 minutes or so and you get invested in them almost instantly. I’ve played games that can’t get you invested in a single character after 40 hours.

The first 2.5 playthroughs are very gripping murder mysteries, you’re so engaged in the plot and every little detail you learn that you don’t mind having to fast forward through a bunch of text and re-do several of the same puzzles in order to figure out what’s really going on. By the end of my third playthrough I was like 70% sure I pieced together the story and I was sort of right but it went in a direction I wasn’t expecting and fuck. Game actually made me cry. One of those games I probably am gonna wish in a couple years that I could wipe my memory of and play for the first time again.

I played this game because the concept reminded me to YTTD, and it's good for the time it was relased. The concept it's very original, I totally se this game being some of the DS hidden gems. The only thing I disliked it's that the ending you get it's completely random, and the probability of you choosing the good doors in order to get the good ending the first time are very low. I understand that games before needed to extend the lenght of the game by making you play more than one time but I wuld have liked to at least feel that I had more participation in the ending that I got rather than "I guess I'll go here because that characater that I like also goes there".

This review contains spoilers

Typing out some quick initial thoughts after completing my first two routes today.

Playing this game on DS has a very tactile satisfaction to it. Reading ADV text on the top-screen and NVL text on the bottom has such a nice flow making everything a lot more fun to read. I really enjoyed how the game introduced it's FMVs through the first sequence of the game. The glass of the window shattering felt really exciting and grabbed my attention very well for the game's first escape room. There's a lot of instances of the game having more motion than I'd expect out of a visual novel, I adore how the sprites for the characters are animated and that really endeared me to all of them before I got to know much about them.

The main issue I was having with my first playthrough is that every time Santa or Lotus would monologue like "OoOoOoOOO~ Trust nobodyy!!" It felt like somewhat forced-tension. I never got the feeling that any of the characters had a motive to do anything but cooperate, doubly so because of the death of the 9th Player.

That is, until I reached my first ending.

Most of my choices thus far were motivated by trying to interact with as much of the characters as possible as safely as possible. Though, it seems Junpei had ended up with a bias for Clover by the end of my run. After exiting my final room, the rest of the characters were crowding around discussing their discovery of the 9th door. Up until this point I had assumed that each route would end with a different group of characters exiting through the 9th door and receiving a partial-answer to the game's unanswered questions. My expectations seemed to be adding up, seeing as 1 + 8 + 5 + 4 = Decimal Root 9 so I assumed things would wrap up rather smoothly and I'd get to move on to a new route.

Until Clover asked about the final room left unchecked. Room #2. As I got the dialogue option, I was thinking it'd just be another escape room to quickly knock out before finishing up the first route, so I absentmindedly went ahead with Clover's plan.

Four people, excluding Junpei, walk into an elevator, only one walks out.

Although I'd already been enjoying the game, this is where it started clicking. I had made the wrong assumptions about the game, expecting to be able to treat each individual route as a complete story, this ending punished me for that false assumption. Clover, who seemed to be no more than a side-character, an unremarkable one at that, murders Junpei and everyone else because I, as a player, didn't leave no stone unturned. On my 2nd run, I've been making choices I'd only make because of my knowledge of my first run, and I'm realizing the metanarrative the game is attempting to weave wherein the player is a stand-in for the "collective unconscious/crystalization of glycerin" themes it established in my first run.

suite life of zack and cody if it was awesome and gritty

This game had some of the best "what does that have to do with anything that's going on" monologues ever.

I've been thinking about Akane ever since I first finished this game and nvm I like this game more than AITSF lmao

La escena del ascensor en el novel mode es peak de la comedia y nadie me hará pensar lo contrario


Fantastic visual novel, and also very tough to talk about without spoiling. This game is very straightforward, and thankfully remains thoroughly consistent. The themes, the ideas, the concepts this game provides keep it memorable, and the way it all works together is something that many pieces of media should take notes of. I really recommend this game!

This review contains spoilers

akane kurashiki my favorite machiavellian i love you so much

Solid game, just need to play a tiny bit more of it and i'll have finished it I think