999: Nine Hours Nine Persons Nine Doors Message Board

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Posted by Joystiq Mar 11 2014 03:30 GMT
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Publisher Aksys Games has announced the iOS-specific, interactive comic version of 999: 9 Hours, 9 Persons, 9 Doors is coming to North America on March 17 for $4.99.

999: The Novel is based on the 2010 DS game also known as Zero Escape, focusing on the game's narrative by removing DS version's puzzles and instead offering players a choose-you-own-adventure story experience. The iOS app first launched in Japan last summer.

999: The Novel from writer Kotaro Uchikoshi promises to take readers on "a suspense-filled journey full of danger, terrifying choices and unexpected twists toward a variety of endings that may or may not see them coming out alive on the other side." A direct sequel, Zero Escape: Virtue's Last Reward, launched on DS in North America in late 2012. [Image: Aksys Games]

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Posted by MM Sep 22 2013 20:30 GMT
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Ignorant
Yuno Gasai is a person. happy days.

Posted by Joystiq May 29 2013 13:00 GMT
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Spike Chunsoft released 999: 9 Hours, 9 Persons, 9 Doors on iOS this week, and the room escape thriller is fleeing onto iPads and iPhones in Japan. However, it's not a complete port of the DS game which came to North America in 2010. Spike Chunsoft chose to remove the puzzle gameplay on iOS, placing the focus on the story as a visual novel.

In the puzzles' stead, the iOS version offers a comic book-style presentation (see below) and a new flowchart, similar to the one in sequel Zero Escape: Virtue's Last Reward, that lets you jump to different points within the plot.

While the iOS version is currently Japan-only, 999 lead writer and director Kotaro Uchikoshi said on Twitter that he thinks an English version "will also be released by autumn." There's no official word from Spike Chunsoft as yet, but given how both 999 and Virtue's Last Reward made their way west, a successful breakout across the ocean looks promising.

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Posted by Giant Bomb Dec 24 2012 00:57 GMT
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Patrick spends an hour answering questions and generally talking nonsense about the surreal DS visual novel 999.

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Posted by Giant Bomb Dec 08 2012 01:00 GMT
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These words are literally (literally!) being written during our last-minute planning for Game of the Year video shoots, which is why the introduction is shorter than usual, and, hey, there’s less content.

It’s totally going to be worth it, though. At least, I think so. I have no idea how it’s going to turn out, and I’m won’t tell you what we’re up to, but if you’ve been closely following Jeff’s Twitter feed, you know that we’re actually producing proper scripts. Scripts? Proper?

Just...yeah.

You should be...excited?

My own weekend will be mostly spent on the couch (you know, highly unusual) busting through as many games on my 2012 backlog as possible. With 999’s “True Ending” in sight, I’ll finally get some time with the much hyped Virtue’s Last Reward, and Vinny convinced me to pop in Binary Domain. Maybe I’ll a few hours with FTL, but other than that, I’ve just about run out of time to play new games. Aww.

Hey, You Should Play This

  • Ice Break by Nitrome (Browser / Free) -- www.nitrome.com/games/icebeak/

There is nothing secretive or deceptive or transcendent about Ice Break. Honestly, it’s just a fun little browser game with an inventive ice mechanic that will surprise you at least once during the game’s just-long-enough 10 levels. Also, we’re swamped with preparation for Game of the Year awards, which means I’m constantly looking for tiny distractions when I’m too scared to cut yet another great game from my personal top ten list. Stuff like Ice Break does a good job of keeping the tears at bay when an amazing game like Hotline Miami is teetering on the edge.

  • Afterward by Thomas Szmid (Browser / Free) -- afterward-story.tumblr.com

You tell me you’ve built a game about a person wandering around a mysterious island, conjuring nostalgic feelings about LOST, and you’ve got my attention for, at least, five minutes. Afterward is similar to last week’s The Message, in that your primary task is reading a bunch of text, choosing which path to follow, and then looping back to the beginning and seeing how else it could have played out. Knowing that is how people interact with games like this, Afterward takes this into account in a really interesting way. Afterward comes from a Giant Bomb user, but I can’t seen to find the message where the link came from, so if you read this, make sure and send over your username!

And You Should Read This, Too

  • "The Making of Grand Theft Auto: Vice City" by Edge

Rockstar Games usually keeps its mouth shut, but with Grand Theft Auto V arriving next year, the company is opening up for a little bit. Edge sat down with Sam Houser about the development of GTA: Vice City, which was the last GTA game I played before jumping back into the fray again with GTA IV. I never even finished a GTA game until GTA IV, mostly because my time in a GTA game was always spent blowing shit up. It’s interesting reading Houser break down how influential Hollywood productions were on Vice City, even if the games makes that awfully apparent.

“But the thing that was more of a direct influence was Miami Vice, because it’s a little bit later. Scarface is earlier, like ’83, and it kind of looks it, but Miami Vice was ’84 to ’89, about five seasons, 110 or so episodes, and I’ve seen them all many times. Before you could get them on DVD I bought them off eBay – the crappiest quality VHS copies you’ve ever seen, and I have them all. What blew me away about that series – and Michael Mann is, I think, a visionary film maker – is that each episode was 50 minutes long, and they sort of hit on all the bases in every episode. It was very adult – I remember at the time watching it and thinking that it was very risqué. But it was an incredibly slick show, and when we were first talking about it, everyone was kind of laughing, like: “What are you on about?” And I was like, “No, no, no – it’s so slick”. Just in terms of music alone, when you look at the tracks that Miami Vice used, it’s an amazing list, and Michael Mann would create these miniature pop videos in every show which would be montages. So his use of music in the show was remarkable. A dream of mine and Dan [Houser]’s is to have a montage in a game, actually. We’re on our way; we’ll get it one day – a montage of your experiences set to music. Come on, that’s going to be amazing, right?”

If You Click It, It Will Play

I Don’t Know About This Kickstarter Thing, But These Projects Seem Pretty Cool

  • War for the Overworld wants to make sure we don't forget amazing games like Dungeon Keeper.
  • Dream was a nifty lookin' first-person adventure game on Greenlight, and now it's on Kickstarter.
  • What the hell, guys? How come Bill Nye isn't having more success? Give him your money!

Valve Just Launched Greenlight, So Here’s Some Games That Don’t Look Terrible

  • Kentucky Route Zero will be one of the most talked about games after this year's IGF Awards.
  • Against the Wall was featured in a previous Worth Reading, but now it's going for it on Greenlight.
  • Sokobond is another IGF entrant. It won't blow your mind, but it's a hell of a good puzzler.

Oh, And This Other Stuff

  • Well, that's one way to write about your experiences in XCOM.
  • The most unconventional and completely appropriate critique of Wii U.
  • An exhaustive list of excellent video games that wouldn't exist without women.
  • What happened when writer Daniel Starkey modeled Commander Shepard around his mother.
  • An examination of what it means when a video game claims it's being "authentic."
  • The Path is about as unconventional a game as they come. Can't wait for the next from Tale of Tales.
  • An utterly bizarre interview with Nintendo of Canada about the Wii Mini.
  • I do not play Harvest Moon games, but I do read Tumblr blogs about Harvest Moon experiences.
  • Far Cry 3's rape scene has been largely overlooked, which the game does a good job of, too.
  • Rather than spoilery hands-on impressions, read up on Ken Levine's ambitions with BioShock: Infinite.
  • Mark of the Ninja designer Nels Anderson has a new column at Unwinnable. Read it.

Posted by Kotaku Oct 23 2012 22:30 GMT
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#virtueslastreward Late Saturday night, I finally finished Zero Escape: Virtue's Last Reward, the game that's been keeping me up every night for the past two weeks. I clocked 26 hours and 20 minutes. It was fantastic. More »

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Posted by Kotaku Oct 11 2012 14:40 GMT
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#999 I don't know how Nine Hours, Nine Persons, Nine Doors slipped under so many peoples' radars. Maybe it was bad timing. Or that funky name. More »

Posted by Joystiq Aug 24 2011 19:30 GMT
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The team behind 999: 9 Hours, 9 Persons, 9 Doors is reuniting for another "extreme escape" game. Andriasang reports, via information in Famitsu, that the new game for Vita and 3DS will be called Gyokugen Dasshutsu Adv: Zennin Shiboudes in Japanese -- Gyokugen Dasshutsu translates to "Extreme Escape." 999 was called Gyokugen Dasshutsu: Ku Jikan, Ku Nin, Kyu no Tobira in Japan, meaning the game may not be a direct sequel, but could take place in the 999 universe.

The new game will recruit 999's director and character designer to take on another sinister scenario. Initial details should be available shortly, but we'll have to wait a little longer before international plans blow out.

Coincidentally, 999 is on sale today through Amazon. It's a trap!

[Thanks, Aaron.]
MM
hell yeah
darkz
why is yoko in this game

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Posted by MM Aug 25 2011 16:27 GMT
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Popple
Yes.

Posted by MM Jan 18 2011 09:29 GMT
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Posted by Popple Dec 30 2010 00:10 GMT
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You all need to buy this game right now.

Or pirate it.

I don't care.

Mother of *crag*.

Super-Claus

>Buy

lololololol

I'll check this shit out brah

FrozenWinters
R4DS?

Posted by Popple Jan 03 2011 08:26 GMT
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.....................................................

THAT BOBZ GUY

..........................?


Posted by Popple Jan 02 2011 05:58 GMT
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Game of all years.

MM
Very yes.

Posted by Popple Dec 31 2010 03:20 GMT
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It goes that a long time ago, there were 2 Santas...

One of 'em wore white, and the other one wore black.

The white Santa gave presents to good kids.

And the black Santa played tricks on bad kids.

They went on like that for a while and eventually the black Santa's tricks started to get worse and worse.

Pretty soon, the white Santa couldn't stand it anymore...

And he stabbed the black Santa to death.

And that's why, these days, his clothes are red.

You could say that red is all that's left of the black Santa.

I wonder...which Santa I am.

The white Santa or the black Santa...

Auralis

Auralis


Posted by IGN Dec 17 2010 00:45 GMT
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A game where you will put your life on the line...

Posted by GoNintendo Nov 17 2010 20:09 GMT
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A portion of a Dtoid review… The puzzle portion of Nine Hours, Nine Persons, Nine Doors is substantial and enjoyable enough in its own right, but it’s the story that keeps you hooked. Here is proof that videogame narrative can be everything we wish it could be and more. It gets you thinking, pulls at your [...]
MM
You are now obligated to buy and play this game.

Posted by GoNintendo Nov 05 2010 00:13 GMT
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The following blog comes from Ben Bateman, Localization Editor at Aksys… As you likely know by now, Nine Hours, Nine Persons, Nine Doors is a game about 9 people trapped on a ship. If you don’t know, then allow me to educate you! These 9 strangers wake up in a turn-of-the-century cruise liner, and are told in [...]


Posted by GoNintendo Oct 04 2010 19:38 GMT
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The official website for 999: 9 Hours, 9 Persons, 9 Doors has received a few interesting updates in the media section. Now you can grab yourself a brand-new wallpaper, as well as a fan-kit with all sorts of goodies with. You’ll find art, screens and other assets that you can take and do [...]

Posted by Kotaku Sep 20 2010 17:40 GMT
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#preorderbonus Now you can pretend you're about to die a horrible death by drowning upon a sinking ship with the Gamestop exclusive preorder watch for Aksys Games' DS thriller Nine Hours, Nine Persons, Nine Doors. More »


Posted by Joystiq Aug 31 2010 15:45 GMT
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999: 9 Hours, 9 Persons, 9 Doors, a graphical text adventure released in Japan last December, will challenge North American audiences this November. Aksys Games confirmed last month that the unusual DS title would ship across the ocean, but didn't offer a release window at the time.

With a premise akin to Saw (the movie and game), 999 involves nine people who are locked behind nine doors on an old passenger ferry. They have only nine hours to solve various puzzles before they drown, and are unable to contact Professor Layton for help.