There's no point to talking more about it here anyway. It becomes a little more clear after going through a fragment for each team, and then examining the global flowchart to see how (or if) they connect to each other. And in fact, that's what the player is doing, too. Here, Phi is hinting at the fact that maybe they're not just moving down a single timeline, but across all of them. It pays off eventually, but the player has to push through the first few puzzle rooms to get there. In ZTD, you can pick isolated fragments but you really don't know much more than the characters themselves, and that sense of confusion can be very frustrating at around this point of the game. You still have to unlock everything by moving through time linearly and making decisions along the way, and you always know what's happened to get to any given point on the flowchart. In VLR, you can jump all over the timeline, but only to places (and times) you're already been. That parallel is particularly true in the first few fragments after the Execution fragments, where it's not clear what the rules are for unlocking new fragments, or how they fit in with the Execution votes. The sense of confusion that the characters feel as they wake up with their memory wiped at the start of each fragment mirrors that of the player, who is trying to make sense out of how all these scenes fit together. The second hump is right around here, the third or fourth puzzle room, where the player has seen just enough to be confused about what's going on but not enough to really make sense of it. The first hump the player has to get over with ZTD is the Execution fragments - there is a lot of dialogue to get through before any real interactivity is unlocked. In our last two fragments, C-Team and Q-Team each woke up at 18:00, and discovered at the end that D-Team had already died. That's actually a pretty smart idea for a bomb shelter where a group might have to spend a long time isolated together.Īnothing team waking up at 18:00. Not healing physical injuries per se, but to recover from mental fatigue. Though this GIF makes it look like Sigma and Phi stand up and teleport away. Part 16: Suppression (1 of 2) Part 16: Suppression (1 of 2)Ī close one, but it's time to take D-Team through a puzzle room.įor the first time, we see everyone while they're still knocked out, and about to wake up.Īnd everyone wakes up, stands up, as a group.
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