![]() It also helps that the overarching plot gives a sense of mystery to the story, making it quite satisfying once the game starts to reveal its hand in “Zero” and “Da Capo”. It makes it quite easy to figure out what choices lead to what routes, since none of the important decisions are blind while the other nighttime choices just unlock side stories. The general structure in the prologue and first chapter of Weather Vane are similar to the other games, with the player choosing places to go during breaks, although setting the alarm has been replaced with selecting actions before going to bed, such as calling friends, listening to the radio or going for a walk around the dorm. ![]() However, the story is a serious departure for the series, with its new setting, its greater focus on the magic only slightly present in earlier games, and the one overarching story tying the routes together to a single ending rather than a series of independent routes with one being treated as canon – Nemu’s route in the first game, and Sakura’s in the second. After so long, we’re finally able to go back to earlier dialogue.ĭa Capo III has a lot more in common with Da Capo II than that game did with the first, in terms of art style and character design.
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