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The Stories Branch Off At Various Points In The Game
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To keep the gameplay varied, almost every room contains a mini-game that uses the various capabilities of the Vita, such as the touch-screen to rub off a piece of a picture, or the tilt-controls to move blocks around. The tilt-controls were the one aspect of Zero Escape that I had issues with, as they were often unresponsive and it was easier to use the face buttons instead.Each puzzle room is by default assigned to a ‘hard’ difficulty, which in reality isn’t all that hard, although there is an option to switch the difficulty to ‘easy’.
This doesn’t change the puzzles themselves, but instead prompts the NPC characters to give you more clues and hints related to the puzzle that you’re stuck on. Changing the difficulty doesn’t punish the player to any real extent or change the story; rather it affects the bonus files that can be found in each puzzle room. These files contain story information that can expand upon what is learnt through the course of the game, but most of the entries contain information that can be found naturally by progressing through each of the game’s storyline branches, meaning that whilst they’re not crucial to find, they are useful when you inevitably get confused by what’s going on in a particular narrative.
The stories branch off at various points in the game, mainly after an Ambidex Game section or before entering a puzzle room. The Ambidex Game is essentially a choice between allying with or betraying your fellow contestants, and this decision boils down to pressing the corresponding button on a screen.. Depending on the choice you make, the story can go off in different directions. Similarly, before entering a puzzle room, you get to choose who you want to partner up with. This dictates which room you’ll enter, and opens up a different story section based on your choice, usually relating to whichever character you decided to match up with.
By the end of the game, your story Flow screen will almost resemble the root system of a plant, with the story branching out in multiple directions, and various different outcomes. This Flow screen comes in particularly handy to keep track of what’s going on in the game, and it allows you to jump from one storyline to another at will. This might seem as if it would only confuse matters further, but it is necessary for when you hit a To be continued wall in a particular narrative. When you get a To be continued wall, this often means that you need to progress further along a different story fifa 14 coins path in order to learn information that can be used in the previous path.
Sigma (and certain other characters) is able to retain information gained from other narratives and so, for example, if you discover who planted a bomb in one timeline, you can jump to the other timeline and stop them from planting it before it kills everyone. It’s difficult to wrap your head around the progression without seeing the game fully played out, but it becomes much easier with access to the Flow screen, which clearly highlights which storylines still need to be explored and which ones you now have enough information to continue on with.
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