[Spoilers] Weekly Thread #59 - Ever17 -The Out of Infinity- : visualnovels
For Ever Out of Infinity on the PC, a GameFAQs message board Of course, that was Coco's joke/allusion to his relationship with Tsugumi. A page for describing WMG: Ever List of Unsolved In Coco's route, Kid does point out this contradiction. What is Coco's relation to Leiblich and Tsugumi?. At first, while playing Tsugumi and Sora's route, I was bored to death. Then, during You's route, I realized the nature of Ever17 and began taking notes and . linked and clues regarding their relationship hidden in plain sight.
Personally, I hated it. The only thing about it that was somewhat important for the overall plot was the lecture at the beginning that felt out-of-place in this route. The rest of it was really boring and it suffered from the simply awful slice-of-life in Takeshi's perspective just like Tsugumi's Route, only that route actually had some very memorable scenes and an awesome ending.
The ending of Sora's Route on the other hand was terrible. Then Sora had a cool scene where she asked Takeshi "water you doing? Ajogamer Ajogamer 5 years ago 3 While I found it sub-par compared to every other route in the game, I still found it decent, and it did have is moments.
I found some of the slice of life scenes entertaining, particularily the parts relating to the the Teacher-Student Relationship Takeshi and Sora had going for a bit. Some of the romantic elements were also fairly well handled, and I found some of it touching, even if I do vastly prefer Takeshi and Tsugumi as a pairing.
My main issue with Sora's route is probably that its main plot seemed messily handled, and really didn't tie in or add much to the game's main plot. All in all, I still enjoyed it, and didn't really find it bad; just medicore, so I voted "Meh.
She and Takeshi have sex, and she is impregnated. Later, Coco becomes sick. Coco was exposed to the virus while visiting her father, an IBF researcher. An exception is Tsugumi, as the Cure virus has made her immune; the group injects themselves with her antibodies. They get contact with the surface, and a rescue pod is sent down, but is only able to stay for a short period of time.
Tsugumi disappears to find Chami, who has gone missing; Takeshi chases after her, and saves Sora's data onto a disk, to save her memories. Returning to IBF, they have missed the rescue vessel.
They find a submarine and escape, but its batteries die; Takeshi exits it, giving it enough buoyancy to save Tsugumi, while he dies on the ocean floor. Coco dies in IBF, as she had been looking for Pipi, and the rescue team could not find her.
The group manages to contact the surface, and open and close doors to various rooms in LeMU to move the water around, allowing them to escape.
I chose my protagonist - Ever Out of Infinity Message Board for PC - Page 2 - GameFAQs
After having played the game as both Takeshi and the Kid, the player accesses the final route, in which it is revealed that while the events Takeshi experienced took place inthose the Kid experienced were a recreation, and took place in a rebuilt LeMU in The You ofwhose full first name is Yubiseiharukana, [g] had artificially impregnated herself and given birth to Yubiseiakikana, [h] who took the role of You during the recreation.
Sara and the Kid are revealed to be Tsugumi and Takeshi's children, and the Kid's real name turns out to be Hokuto. The recreation was done to line up two points in the fourth dimension, time, to get the attention of the person playing Ever 17; the characters see the player as a 4th-dimensional being, "Blick Winkel", who can move through time; Blick Winkel appearing was what caused Hokuto's amnesia.
Yubiseiharukana tells Blick Winkel that they had told her to do the recreation to save Takeshi and Coco. Blick Winkel travels toand wakes up Takeshi on the seafloor, forcing him to swim to IBF; inside, he injects Coco with Tsugumi's antibodies.
They wake up insaved. Sora, who now has a robotic body, is given back her memories from the disk, and Yubiseiharukana leaks information about Leiblich, exposing them as the ones behind the Tief Blau outbreak.
Development[ edit ] The game was written and planned by Kotaro Uchikoshi.
Ever 17: The Out of Infinity
The End of Infinitywhich had been well received. As Ever 17 was to be released on consoles, it was required to be finished two months before the planned August release, meaning that after the scenario's completion in May, there was only time for debugging until late June.
Uchikoshi and Nakazawa described this as a tight development schedule, and said that the game was only possible through the staff working very hard, and a lot of things being worked on at the same time.
Ouspensky 's book Tertium Organum. A month later, he took a trip to Balifrom which he got a lot of inspiration for the story. As he was getting ready to return to Japan, he saw live news coverage of the September 11 attacks ; because the game's plot was conceived during this time, Uchikoshi said that the story was influenced by the "spirit of the time" following the attacks.
He wrote it from September until February the next year, after which the story was divided among the scenario writers, who wrote the script over the course of three months, from March to May The writing process for all routes were supervised by Uchikoshi, in an effort to eliminate inconsistencies in the setting or characters, and plot holes between the different parts of the story.
Because he was running out of time at the end, he had to rush the writing of the end of Coco's route, which he described as possibly his only regret with the game. Nakazawa wrote his parts in between his directorial work, such as writing specification documents, supervising the production, and doing quality control work; due to the lack of time, he ended up having to stay overnight at KID everyday and work through the night, something he said was only possible because of how young he was at the time.
Nakazawa described himself as working particularly hard on the game because he felt bitter that Never 7 had not sold particularly well. He did not recommend this way of writing, as he saw it as gamble that might not have resulted in an interesting story. This is in contrast to the deductive composition method, where a core story is thought of first, after which a setting is "deduced", that matches the core.
As an example of inductive composition used, Uchikoshi did not initially think up the story's "main trick", and instead created two protagonists only because he thought it was getting stale with single-protagonist stories in visual novels, after which he thought about how to make two protagonists interesting.
Rather, it took special effort to make it seem convincing when the game's secrets were revealed, with hints toward the truth added throughout the story, such as Tsugumi acting more suspicious when playing as the Kid due to having already experienced the events of Takeshi's route, or slight differences between the Kid's and Takeshi's routes due to the characters not being able to perfectly recreate events. While Coco was planned from the beginning as the character who knew the truth, Uchikoshi did not come up with the idea of leaving her on the bottom of the ocean until during the writing of the script.
Just finished Coco's end *spoilers* - Ever Out of Infinity Message Board for PC - GameFAQs
When Uchikoshi considered how to bring characters over from tosome worked out naturally: He could not come up with a way to make Coco and Sara appear in both andbut thought that the player probably would not figure it out just from this discrepancy. Although the routes were given a recommended playing order, this did not occur until around the time the scenario was finished.
According to Nakazawa, bad endings were painful to write, but were included both as foils to the good ending to increase the sense of accomplishment in reaching the good ending, and as "what if? The Age of Infinity. Judgment Day and Alien and Aliens. Uchikoshi was additionally influenced by the film Frequencyfor the portrayal of the scene where Takeshi and Hokuto communicate.
They also included elements meant to mislead people who had previously played Never 7, such as the misleading implication that a Never 7-like time travel occurred after Takeshi's routes, leading to the Kid's, and elements meant to feel nostalgic, such as names and terms from Never 7.
Uchikoshi agreed that empty theme parks are nice, and considered setting the game in an empty theme park on land, but moved it underwater after realizing that the characters could escape by climbing the fence and that some further obstacle was needed. This was decided on for multiple reasons: Additionally, Uchikoshi had visited Germany and was influenced by the animated film Jin-Roh: