Reviews from

in the past


I had low expectations about this title coming from Never7, which were kinda confirmed at first. The first playthrough felt eternal, but I loved the (Sora) ending. After that, I really liked completing the other endings because of how they make you understand the characters and the whole picture.
Then, I went for the true ending, and man it felt slow, but once it gets started, it's trully a mindfuck. You think you know how the plot will end and then they throw you plotwist after plotwist after plotwist, until you are afraid to think that a human mind could actually create such a story. Kotaro Uchikoshi, you're a fucking genius.

Despite having some pacing issues and Sora's route being awful, this is a good visual novel with a great cast, an interesting story, and a fantastic soundtrack.

Ever17 was the first sci-fi mystery VN of the genre I read. It had some of the most mindblowing twists I've seen in fiction along with some really memorable emotional moments. It's a shame the official release is out of print and really expensive, this VN is one of the best.

The only reason I get this a 9 out of 10 instead of a 10 out of 10 is because I don't like one of the final twists.

picked this up because I thought the setting was cool but I got filtered. 4.5 hours in and absolutely nothing has happened, and I don't particularly care for the characters so the slice of life is not sustaining me. maybe I'll play remember11 and then try again.

Probably one of the best visual novel that makes the most of the visual novel genre.
Maybe too slow for someone but personally i loved the SoL moments


a very slow, albeit interesting story with a lot of very cool moments

well until the last 2hrs where the story literally falls off a fucking cliff, resulting in by far the worst ending i have read in a very long time

Yes, the entire thing is just about the ending. You get zero positive feedback right until the very end. A very risky move, but they pulled it off, mostly. Considering how old the game is, I have to give it some credit. Do I recommend it? Not necessarily, considering how many indies these days employ similar narrative tricks. Do I regret reading it? Not at all.

never7 was bad, but at least it didn't make me read about the characters eating tuna sandwiches 10,000 times over

I FUCKING ADORE THIS GAME SO MUCH. I love the ocean, I love science, and I already knew so much of the physiology detailed within this game that I felt so fully immersed and cool and so gaming and YEAH IT WAS EPIC PLAY IT

Very long and poorly paced. Having already played the Zero Escape games, those do similar things but better (even when they're also rough). The plot is fully about the twists, which get hinted at too often and too early, so none of the reveals really hit. They were just a relief as each reveal brought me closer to the end.

And so I continue my journey through Uchikoshi's writing credits in a kind of reverse order.

I was a bit surprised how much I enjoyed this one. The first hour confirmed that this was very much an "early" work of his, and I would go so far as to call it something of a 999 prototype. Having played 5 of his games in the span of a year, I've noticed that he has a set of battle tested plot devices he's been polishing up iteratively. It could feel like I'm reading the same story over and over, but in application they're more like structural elements of the story rather than the twists. In a way it feels like sci-fi chemistry where he takes a set of known hooks and mixes them together in different ways to see how they interact.

Here with Ever 17, what's interesting to me is that the "thriller" element of the Zero Escape and Somnium Games is gone. Instead we get a quieter, more character driven drama. There's still definitely the paranormal/sci-fi mystery element and more exciting moments, but not so much the pushing tension the later scenarios lean into. Less reliance on suspicion and shadowy antagonists and more gradual and mostly cooperative struggles against nature.

What I ended up liking the most about this title was what I've generally found to be a weakness in Zero Escape/Somnium: characters. The cast here is nearly as flashy, quirky, and immediately rememberable — there's no Dates or Clovers or Aibas — but they feel more grounded because of that, and their dialogue still has plenty of chracter. Everyone has a decent range of roles they play and their own ways of playing them.

The characters also get the time they need for their arcs to build and for you to get attached to each by the end. And in direct contrast to my issues with later Uchikoshi titles, you actually get some solid closure with the characters by the end. Not sure how that quality of his stories went so haywire with Zero Escape.

That said, the pacing here can feel a tad more sluggish due to a less refined story. For the most part it glides along pretty well, especially since they wisely made the skip feature work on "similar" scenes and not just the exact scenes you've read — for example, if someone delivers a bit of exposition in one scenario, the smart skip will generally let you skip that same exposition in another route, even if given by a different character. On occasion though, there are still a few scenes that will feel road-bumpy. Getting to all the "good" ends and through the true route took me about 19-20 hours so it still felt like a pretty light read (for me).

As a sci-fi fan I should also mention how those elements are used, as I was quite entertained by the set of topics explored. There were some well worn matters, but also a lot of ideas that now feel kind of cooly retro and even ones that feel more uncommon (at least in my reading). I think there was a lot of good detail paid to water and diving physics without getting too caught up with itself. It was lighter with the supernatural/occult conspiracy elements than ZE. Enough to make it fun but not so much that it muddled up the hard sci-fi elements.

From a technical level, there's not much more to say than that this is an early 00s VN but on the more fully featured side. It should be explicitly noted, though, that this is a strictly text VN unlike Uchikoshi's later works. So anyone hoping for more puzzle gameplay will be left wanting here.

On that note, I would call this a solid recommendation for general VN fans, and particularly for readers looking for character driven sci-fi dramas or early 00s ocean themed stories. Not the most polished work, but much more solid than I expected. And its more matte finish is actually part of its appeal.

This was the first VN I ever read. EVER. And I really do think it's a good entry title for people because it has a digestible ambitious story, with good enough character banter and intrigue factor that keeps you motivated to find out the truth about all the mystery.

The OST is not remarkable at all, people mention Karma but...... it's not up there, I'll say the OP is one of my favorites take that as you will

The dumbass hologram did not need an entire route. For the love of god. Why.

Okay before I move onto my issue with the story I'll make a general statement so you can click of this review and go play it or whatever,

Ever17's story only works and operates at a level of convenience that is far too absurd. It genuinely baffles me how SPECIFIC it is, people could argue that the story's structure itself INSISTS that it must happen this way, but I really think the game is wild for just the weirdest convenient nonsense just to confuse players.

Alright now to the spoiler category:
-The game's fundamental plot twist is that both sides of story happen in different time periods of Lemmuria, the job of the game is to confuse you so you think it's all happening in the same time just different variations, so it does this twist using 3 characters:
1) A CLONE child of one of the characters in the previous time period (okay?)
2) A hologram (.......okay)
3) A literal immortal unageing person (are you serious)

THE LITERAL reason these 3 things exist is just to mask the fact that the game occurs in 2 separate time periods (iirc 17 years apart), WHY, WHY DOES THE GAME INSIST SO HARD ON THIS TWIST

I truly don't remember the next part so if anyone can enlighten me please go ahead:
We never truly find out why the original event at Lemmuria occurs, and if it occurs why isn't there a call to action to save them from the outside, why (for a facility with a damn high functioning hologram that fucking deserves a whole route) does it not have accessible means to contact the outside, this ALWAYS irked me

The point of the game is to get You(the character in 2017) to somehow recreate the exact event in (2034) which is done via Blick Winkel (I can't fucking believe I remember so damn much form this game), and lord only knows how in the actual hell Blick Winkel convince You(2017) so WELL that she just does it, also Takeshi in (2034) has red hair, WHY. THIS IS SO SPECIFIC. WHY. WHY ON EARTH. CAN SOMEONE EXPLAIN THIS? I don't get it it should be blue....anyways.

The game implies Takeshi and Tsugumi procreated in the fucking gondola

Why the fuck did they procreate in the fucking gondola, the damn sexually potent gondola are you fucking for real (trust me I genuinely enjoy Tsugumi's immortality status but it's in-service of a twist and not like a cool thing she just has which is pretty awful)

All in all? I grew up with this game, it's my first title, the first thing I was elitist about, tearing it down really doesn't bring me joy, because it has it's charm, you go into Lemmuria and you remember the experience, you remember going on youtube and seeing those weird 3D sprites and having a physical reaction, you remember searching images for it on google and finding weird promotional art, you remember the dumb Tsugumi washing machine jokes (that's apparently the only thing it's largely known for in it's longevity of an existence), the game is plot hole ridden, and it's not fun plot hole ridden, it's just a weird little hobbit (I don't know what i mean by this)

This game has a few great character ideas, but it's clear that character writing isn't what it's focused on at all. It wastes so much time doing nothing interesting only to have the most asinine use of meta I think I've ever seen. I have no idea how people say they find this more satisfying than Remember11.

this shit sucks ass tbh its called the out of infinity because if you fucking play it its gonna put you to sleep for an infinity amount of hours because its so fucking boring

It's as boring as reading a Shakespeare's script of an stage as a book, and then it's literal history of VNs, but boy in any case it's clear it's old

Zero Escape did some of this better, but the optimistic frutiger aero mood and atmosphere this game had going on is glorious. Far from perfect and I still love it to pieces. If you don't mind shitty pacing and an increase of slice-of-life characterization content over the sci-fi, it's a good read. Nails the ending.

Should have logged this in 2020 when I first tried this game. I tried Ever17 because I'd heard it praised amongst VN fans and especially those who like 999. Completed Tsugumi's route underwhelmed and uninterested in her relationship with Takeshi (that is his name, right?) so I decided to look up the rest of the plot and basically confirmed anything I liked about Ever17 was also later reused in 999 and fleshed out to a degree that I thought was more interesting. Glad it exists so 999 could exist, but I don't know how or why people could think this is an improvement upon 999 in any way. I do like the setting, but the borderline anime harem-y vibes of "guy stuck with girls who fight over his attention" is just......yeah, I can't do it anymore, guys.

El autor se fumó tremenda falopa. Me encanta.

This review contains spoilers

Ever17 es una Visual novel que de buenas a primeras definirías con un setting peculiar, las tramas de escape rooms suelen transmitir un sentido diferente de urgencia, Así que en buenas a primeras ciertamente estuvo inmerso en las primeras horas de juego.

La cuestión es que el consumo se me hace medio molesto una vez asentado y centrado en la trama más slice of life pues aca hablamos que La mayoría del contenido es puro relleno o pérdida de tiempo, y No tanto por el contenido en sí sino que es un contenido repetitivo en el sentido más puro de la palabra. Tienes gran parte del diálogo que no aporta a nada, haciendo chistes, jugando escondidas o comiendo sandwiches, dale es raro una interacción tan normal en una situación donde no puedes relajarte de esa manera estando a 5 días de poder morir e igual no seria tanto un problema cuando bueno repito son 5 rutas y estas interacciones no cambian y son exactamente iguales, pero el juego ni siquiera tiene la decencia de decir que diálogo es repetido (varias VN suelen programar un fast travel exclusivo para diálogos repetidos pero no este caso, He buscado si esta lo tiene pero parece que entre diferentes versiones puede funcionar o no), entonces no puedes saltear del todo porque habrá una diferencia que el juego pretende darte a entender que es importante, así que ponle que puedes quitarle el 70 por ciento del contenido reduciendo el tiempo juego pero mejorando en términos de ritmo o bueno cambiar los diálogos.



Comprendo que es complicado ya que tengo entendido según entrevistas de los creadores que estuvieron agarrados del cuello en los tiempos de entrega, esto pudo afectar el no haber más variedad de diálogo.

Por otro lado admitó que La mejor ruta es la de tsugumi que contiene temas bastantes interesantes y un desarrollo con giros trágicos de los eventos que lo hacen una historia solida por si misma, de hecho funcionaria de forma independiente, pero estos logros son algo que después las próximas rutas bastardean, me explico lo mejor de esa ruta fue el sacrificio de takeshi fue un final agridulce y genial que te dejaba al borde la lágrima, por ello es una decepción cuando en retrospectiva deja de importar pues el plot final es que takeshi sobrevive, vaya molesta bastante que pintes una escena triste y pretendes hacer creer al espectador que alguien murió para que después no muera, tal one piece. Es una traición con la escena podrías haberlo hecho más sobria para que no se sienta tan tramposa en el gran esquema.
Lo más molesto en todo esto es la misma explicación pues el elemento usado para que Takeshi sobreviva es algo de OTRO JUEGO (asegurado en entrevistas sumales), específicamente never7 y es básicamente poder del amor, un poco gracioso.

Muchas de las rutas son terminan siendo al pedo, incluso con la excusa de que son dimensiones alternas no hay muchas variaciones que lo justifiquen pues mucho de este diálogo se repite en la ruta final, y la teoría de schrodinger contradice activamente con el concepto de predestinación en los viajes en el tiempo que el juego justifica como la principal y segundo los sucesos importantes se repiten de cualquier manera osea en la ruta final se repite todo evento relevante anterior, es diferente a algo como tatami galaxy que sus repeticiones nunca eran iguales a la anterior más allá de la fórmula de nuevo club - sale mal incluso los capítulos 8, 9 y 10 que narraban el mismo día aprovechaban a contarlo desde diferentes puntos de pistas asi no se repetía diálogo o los momentos.

- El problema de los viajes en el tiempo entran en el momento que metes lógica de causalidad, que es lo que implica LAS DECISIONES en una ruta takeshi que el juego activamente te desvía a diferentes finales dependiendo de como estuviese disponible en tiempo para tsugumi o sora, donde si o no podrían formar un lazo de amistad dependiendo de la decisiones. pero en la última ruta si tiene tiempo para todos estos diálogos, todos estos momentos que antes decían que no se podría, SIMPLEMENTE DE DONDE SACO EL TIEMPO?

Ahora entramos en un río de diferentes implicaciones y es que Toda la trama esta trama se sustenta en el destino, El GRAN PLOT TWIST de esta cosa es una paradoja de predestinación, osea por ejemplo A viaja al pasado para evitar B y descubre que A fue la causa de B, No es algo malo aunque tampoco es que diga "FUA ME EXPLOTO LA CABEZA" pero esto en sí mismo implica afirmar que el destino existe todas tus acciones ya son conocidas por tu yo futuro, el mismo plan de you fue justamente planeado por blickwinkel del futuro, interesante no? El problema surge con 2 cuestiones.

-Primero No hay tensión, ya de por si lo anterior implicaba que todo está predestinado para salir bien pues... saldrá bien, aunque realmente puede ser justificable habría que sumarle a que al menos las rutas de KID estaban planificadas por usted para que nadie muriese, las constantes amenazas de tensión que se alargan horas en este juego eran... algo cuidadosamente planeado por lo que eran un puro engaño.


- Después entramos con la idea de bad endings, que tienen el problema de ser decisiones especificadas pero que contradicen decisiones o el mismo sentido de la causalidad. Por ejemplo si kid u otro muere en un bad ending esto dañará la causalidad posterior que causó el evento en primer lugar y dejaría de ser predestinado.
pero también estos bad endings no tienen sentido en su misma lógica, varios personajes se salen de personaje, como si en cierto punto la historia se cortase (porque de hecho fue asi) kid tiene el plan de escapar y pam se le olvida o tsugumi de un momento decide dejar a los otros morir cuando activamente quería ayudar.
En resumidas cuentas con respecto a los bad endings se sienten metidos a último momento sin planear mucho, rompen con la casualidad y reglas establecidas.


Ahora el problema principal surge cuando piensas que YOU estuvo 17 años sin aceptar la muerte de sus amigos que conoció una semana, para poner a su hija en riesgo de morir que las razones se contradicen porque por un lado dice tenerlo planeado hasta que esto se contradice al llegar a un bad ending.
Donde el juego te obliga a pensar que entre 10 universos paralelos que salieron mal, te tienes que alegrar porque uno salió bien.
A Propósito o no, La conclusión muy feliz se siente escapista donde muchas inmoralidades salieron bien porque sino las cuestionadas muchos personajes salían mal parados en sus decisiones.
O el asunto de la amnesia de ryogo que otravez para el bien del plot twist queda como un plot hole, Es para el bien del plot twist calar la amnesia de ryogo con la de kid y confundirte, Quedas impresionado cuando te explican la amnesia de kid pero se olvidan de explicar la de ryogo.

Muchos de estos asuntos, son en resumidas cuenta para impresionar en el plot twist, el que haya 2 you es impresionante, el que la razon sea el miedo a la muerte y un renovado sentido de vida post morten es interesante pero el que you al final se haga inmortal quita la gracia de esta implicacion, y que no desarrollen en la implicacion de poner a tu hija en peligro me hace pensar que no lo pensaron muy bien.


Cuando creas un giro de la trama tienes que elaborar en la implicacion del giro, por ejemplo al final todos los personajes quedan siendo inmortales o almenos con juventud eterna, y todos los que saltaron 17 años al futuro se quedaron sin padres (son niños todos) al fin y al cabo, ni que decir de coco que tampoco elaboran quien la va a cuidar, o si se va a quedar en esa misma forma de niña toda su vida.
Lo mismo con el resto de personajes acaban de ganar inmortalidad, y no elaboran en sus propias reacciones mas que sentirse felices de que se reunieron denuevo.


Y asi voy con mis problemas en cada implicacion, La ruta de sora implica en que un tipo se murió por una máquina, te lo pintan heroico pero es una obsesión tóxica para la salud personal. El mito de pigmalion es una muestra de ello no es basicamente un argumento para decirte que si queres obsesionarte con una mona china NO REAL esta bien? O PEOR ahora que estan estos chats GPT la historia te dice "ve y pretende que es real si lo deseas lo sera" MUY ASQUEROSO.
El futuro de Tsugumi y you implican no poder aceptar la muerte de una persona querida y hacer inmoralidades porque una voz en la cabeza te dio una guía.
Mi creencia en la raiz del problema se basa en las entrevistas de los creadores, es que por los tiempos de entrega cada escritor de cada ruta fueron solos sin saber que escribiese el otro y por suerte uchikoshi dice que calaron por magia del destino.

Son muchas inmoralidades o implicaciones que por el bien del plot twist o por el final feliz se pasan por alto, Y es algo que trata de corregir la odiada version de xbox 360 dando un final feliz a cada universo como epilogo o dando una ruta a ryogo explicando que es un pisquico y envio sus recuerdos al pasado (si gracioso), pero justamente con una muy mala narrativa en compensacion o con unas explicaciones sin sentido, pero de cualquier forma por el bien del plot twist se olvidan implicaciones importante que puramente terminan desviando y siendo en un todo hasta un mal mensaje.

3/10

While the pacing leaves a lot to be desired, the cast is decent and the overall plot has a couple of great moments. I'm still not a fan of how much is handwaved though.

i rarely leave a piece of media thinking it was a complete waste of my time but i guess there’s a first for everything.

Unlike other VNs in this series, this has an ending!

Soninho simulator
zzzzzzzzzzzzzzzzzzzzzz

truly a gem and pioneer of visual novels to the western audience.

Coming to this VN while having read Uchikoshi's modern works (Zero Escape and AI), it is very surprising how much of the VN has its concept later being reused in his future works.

I generally liked how casual the setting felt, despite the general situation what was happening. Very neatly placed info throughout the story that makes you definitely use your brain WHAT exactly was going on. But also very fun to read that you can just enjoy the spectacle what was going on. It has an enjoyable cast too, with some standouts and some who were just fine.

There are obviously routes that are better and more important than the others, but I don't think I fully disliked any, just that a certain one didn't add much to the overall plot (which I was still fine with)

Not gonna go deep into spoilers but man, the reveals are kinda insane for something that came out in 2002? Some stuff that you could pick up by (over)analyzing stuff or being a monkey with a typewriter. And the best part? Everything came together so well and the ending is satisfying and I just don't have any problems with it? Great VN, it really is.


Ever17 is a very compelling sci-fi story with a downright excellent mystery and twist which manages to mindfuck you in the best way possible, and is very well put together. What I find more impressive though is how it gives some of the cast members meaning in a manner that is unique to the twist, which is so nice to see when some of his work reflects the opposite. In general the cast is a good point for this VN, it has a few standout good members. Unfortunately bogging this game down is the pacing (a number of scenes are just boring because of the poor SoL and meh cast dynamic) and some other characters who I feel aren't good, as well as its involuntary forced PhD in structural engineering. I also just have issues with some of the execution of a particular part of the final route that takes the wind out of certain sequences. Overall still a great VN and worthwthile read though, I think the good parts make up for the flaws.

Aburrido en su mayoria pero las partes buenas lo valen

look the last 5 hours or so are cool but the rest is so soul crushingly boring
Pi-yo-pi-yo, pi-yo-pi-yo