Review AI: Somnium File Nilvana Initibib. Detective suspense that should be spoken in 4 years of Origami with dignity suitable for the sequel

It is difficult to make a sequel to a story with a murder case. Both the tricks of killing and the tricks related to it must be more complicated and more complex each time they are repeated, and at the same time, the experience of providing them to players must be more elaborate than the previous work. In addition, fiction in modern times is often required for reasons for modern times. AI: Somnium File Nilvana Inisiibib , which was released as the second work, has changed its shape little by little before, and the tale that should be given to himself in 4 years. It is established.

AI: Somnium File Nilvana Inisiiibib is an adventure game released by Spike Chun Soft. It supports Nintendo Switch/PlayStation 4/Xbox Series X | S/Xbox One/Windows 10/Steam ( * Xbox, Windows10, Steam version is sold only on downloaded versions). This is a sequel to AI: Somnium File. Continuing from the previous work, it has been revealed that Tukyo Games Kotaro Katsukoshi is working on a scenario, and Mr. Nakazawa of Worlds End Club is also involved in production. Through the viewpoint of the two protagonists, the player follows the mystery of the continuous bizarre murder, traveling and going between the reality and the world of dreams, the present and six years ago.

  • I played the Nintendo Switch version

Game system that has evolved like a sequel

The game content in this series is mainly composed of two parts. One is the investigation part. Here, we will investigate on-site and listen to witnesses through point & click type adventures. It is a part that expresses the cliche that investigate is earned by feet straight. The other is Somnium Part. In this part, which bears the series title, it invades the dream of the sleeping subject and gradually unravels the secrets hidden in deep consciousness in the time limit. It is an expression that combines the image of deep psychology that has existed for a long time with the image of a modern VR experience. In this series, the story branches and progresses by repeating these two parts alternately.

However, it was completely rough in the previous work. The investigative part has no change in gameplay from the beginning to the end, but if you do incorrect investigations and inferences, you will be guided immediately from the game side to the correct answer, and it is not tasteful. The Somnium Part is a time limit and retry restriction, and the resource management puzzle that is naturally prerequisite does not work well with the elements to enhance the immersion in the game and the play you want to provide. Combined, it was a content that could not be said to be highly complete.

Based on this situation, although the sequel AI: Somnium File Nirvana Inisiative does not change the two parts configuration itself, both parts have a solid approach to improve their experiences.

In the investigation part, as a device to enhance the experience, a mystery solves and enter the answer directly into the game in the stage of inferioration (in this work, the name of an extended visual part and the truth reproduction part). We have introduced a classic adventure game method used in the Extreme Escape series. Until then, it is just an analog quiz, but the experience of thinking with your own head, taking notes with a writing utensils, and approaching the game yourself will make the play impressive. You're giving me.

Recently, games have led players, and games are restraining players, and all styles that are completed in the game have become the mainstream. The use of a major title like this work to separate the game and the player once is unusual these days, taking into account the same works. In indie adventure titles such as OUTER WILDS, Return of the Obra Dinn and Tunic, it is often used in the sequel to the modern science fiction work, although it is often adopted with a retro image. Is surprising and interesting. As a writer, I guess that due to the trend of ARG (alternative reality game) and escape games, the resistance to direct mystery solving, especially young people, may be diminished. In addition, if multiple issues with a large difference in thinking processes are issued, the variation of the experience can be obtained.

Somnium parts have been improved at the fundamental part of play. The somnium part in the previous work was repeated by repeating points and clicks in the stage within the time limit, and aiming for the goal by continuing to choose the right options. Since each option was set up for additional seconds, it was necessary to calculate the consumption time to the goal and build a capture route.

WHAT For such reasons, it is necessary to touch many objects to build a straightforward route (although some hints will be presented), and you will have to try out various options, and inevitably run over time. 。 Naturally, the number of retries will increase, but the number of times that can be resumed in the middle of the capture is limited. Both the time limit, trial and error, and retry restrictions could be read, but the intention of letting them infer in while giving tension, but the engagement was not good.

In response to this, in this work, the common standards of the entire part of the resource management puzzle that are generally assumed will be provided as a comprehensive body-type adventure, if possible, as much as possible. It is finished in the contents. It is a specification that matches the mysterious motif of dream that each character sees. The content includes the associative quiz, which is judged from the situation evidence, a stage that is conscious of the action adventure, a search for mistakes, and some reminiscent of an escape game. Although the resource management of the time limit through choices is continuing, it is accented in the device that immerses the player, and there is almost no need for detailed management like the previous work. The UI was also improved, the operability when choosing an option became intuitive, and the junction of the scenario became easier to understand.

Speaking of good points, I would like to mention that the elements needed for comfortable gameplay continue from the previous work. In addition to the fast forward of the production, the backlog and auto-save function that can be played with voice regeneration, the flowchart function is quite detailed. This work has a performance element in the game itself, but thanks to this function, it is possible to collect it quite easily. The difficulty setting function is the fineness that can be set for each part.

In addition, the difficulty of the entire game has dropped significantly compared to the previous work. This is the difficulty of the stage by introducing a classic adventure game method that needs to lead the correct answer on its own, and the common standard of resources (time limit) management puzzle games. It is presumed that it is related to being unable to raise. Please note that the content is not enough from the previous work. It can be read that the user segment is widely secured and many people who have picked them up can be completed.

While these existing elements have been improved, it is hard to say that new elements are effectively working. In this work, an extended visual part that conducts an investigation by X-rays and thermo sensors is inserted as a new play during the investigation part. Although it is a touch of discovering something that is not normally visible through the function of the protagonist's special eye eye, the actual content is the same as a normal investigation, so there is not much change in the experience. Because it is a great science fiction work, I wanted to provide a variety of experiences in a different way from the somnium part that involved interesting settings.

The Midamapa implemented as a training mini-game and the pop-up messages that guide them to the partner's Kisekae room have hindered the immersion in the game in this work, which is important to concentrate on the understanding of complex stories. (It is possible to turn off the notification settings in the game). This is a personal impression, but the hints that are gradually for the mystery solving in the work are not stepped. The mystery itself is easy, so I don't think it will be clogged, but don't expect much hints from the game.

Some parts have not been improved from the previous work. In the investigation part, it is not only difficult to click on the small object in the Game Pat, but also that the optimization of Nintendo Switch is not enough this time. Processing often occurs during play, and the worst game crashes. In addition, the model of the person displayed in the lower left of the conversation may collapse. This is noticeable with long hair characters.

Generally, the game system in AI: Somnium File Nilvana Inisiative has succeeded in carefully polishing the rough nuclei in the previous work, and has gained a shine suitable for the sequel. Above all, the evolution of somnium part is remarkable. Originally, the genre of adventure games, because the object to be expressed is a very abstract concept of telling, not only conversational plays and actions, but also multiple plays with high uniqueness in one work. It is a ant genre that can be included at the same time. By eliminating the common standard of puzzle games, this series has grown into a title that does not lose to the subject of investigating dreams.

However, it does not mean that there is no leftovers. The new elements do not act effectively in making the play feel better, and some parts that require improvement. I want you to improve the series.

Scenario that boasts high quality following the previous work

The story of AI: Somnium File Nilvana Inisiative uses a design that conveys the experience that the production side is inherited while inheriting the grotesque, serious suspense drama and vulgar gag comedy repeatedly like a machine gun. is doing. Investigating the mystery of Katsukoshi, who writes the script, creates a new mystery without solution, leads the player in a mystery calling a mystery, and reveals everything at the end of the story. In the previous work, the route and ending of each main character were prepared in accordance with this, and only by seeing all the caralutes to the end was used for the first time that the mystery was clear.

This is a major advantage that there is almost no boring scene because it is possible to present a new mystery at the same time, mainly focusing the excavation of the characters over time, so it is almost impossible to appear boring (depending on the player. However, the style that is not clear at all until the last minute may not suit your preference). In the previous work, he used a gimmick to interrupt the capture on the way and guide the player to another certain route. It is a production that further strengthens the power of drawing readers into the story, with a mystery called a mystery.

In this work, although the appearance of multi-end is similar, the substantial narrative is almost on a straight road. This is because in the previous work, we will follow either of the two caralutes in a random form, but since each hair color is so different and the end-of-the-end aftertaste is greatly different, the first impression of the work is blurred. There was a phenomenon. This time it is thought that we took measures to avoid it. Unlike the previous work, which depicts various forms of love, there is also an aim to make the expression on the theme consistent. Certainly, the depth of the experience derived from the story variations has been lost, but by continuing to keep up with the theme, the content is transmitted to the player straight.

It is also unique to adopt the classic adventure game method as a means to develop scenarios. In this work, there are many situations where the keywords shown on the previous route are required to branch the scenario. Since the game does not follow you in the input scene, a solid understanding of the story is required. The scenario content itself is avoided here to avoid spoilers, but not only the fun of the trick of the case, but also the content that is strongly conscious of the current world, and is high as a story in modern times. Boasts the degree of perfection.

Regarding the visual beauty that brings a certain persuasive power to such a story, this work is a full 3D work, and it is a unique finish that makes use of the settings that are equipped with special prostheses. The part of the conversation drama basically progresses with a painting that imagines a first-person perspective, strongly consciously consciously see the target through our eyes, and promotes immersion in the game. A highly original experience, such as a futuristic interface that expresses the function of the artificial eye, develops on the screen, so that the character of the other person looks here or blends into the window that displays the conversation sentence in the background. Will provide you.

In the action scene, the character model works well under the camera work that has been specially effectively and dances well. This work does not have many gorgeous objects in the space. Nevertheless, there is a creative character model that can create an attractive painting that can withstand long-time play. The actors' performances are also wonderful, and they are fascinated by a wide range of performances that catch up with the development of this work, which repeats the temperature difference between the sauna and water bath.

It is difficult to make a sequel to a story with a murder case. Both the tricks of killing and the tricks related to it must be more complicated and more complex each time they are repeated, and at the same time, the experience of providing them to players must be more elaborate than the previous work. In addition, fiction in modern times is often required for reasons for modern times. AI: Somnium File Nilvana Inisiabi, which was released as the second work, changed its shape little by little before, and was given the duty given to himself, and was established as a story to be told in the fourth year of the present. There is. However, there is still room for sophisticated work. You will need to watch what kind of progress will be in the future.

Finally, I will describe what I think about the story of this work and close this article. Please note that the following will touch the core of the work.

*This is the case without spoilers. Below this is spoiler

The major feature of the scenario of this work is that while incorporating a lot of political topics, a storytelling that makes use of the game format is made as a metaphic entertainment. This world is not an adventure game. There are no correct options, no rewind, no fast-forwarding, and flowcharts The world changes like a game depending on the interpretation, from a first-person perspective through the media called the game. By speaking, it gives a strong persuasive and reality of the problems that are occurring in the work, and let the player's eyes go out of the screen. The method of separating the game and the player used to solve the mystery is not separated. Because the game and our world have a continuous relationship.

As a motif to thesis, the characters, including the two protagonists, have physical and mental disabilities, and characters that are in a minority situation from the public. It has appeared as many as possible. Of course, the character of LGBTQ + + is also included. In the process of which they face the irreparable world and eventually defeat one of Japan's irreversible symbols in Japan, the IF, which is to defeat the biodian in the cult cult, is one story of two conflicting thesises. Packaging and giving the courage to stand up sadly.

Iibu says. There is no even in this world. The culprit says. He said, I had only this option. The world is incredibly cruel, just alive, regrets, and is almost drowning in tears overflowing. There is no happy ending at the end, and everyone is dead end. Still, if you keep choosing the option of living right, you may be able to realize something like a game. You may be able to save the world with your hands.

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