I dropped Ever17 not very far in because I
*Didn't relate to the characters
*Didn't find the prose or dialogue very good
*Kept being called upon to make choices which I didn't have any meaningful input on. I couldn't guess how the plot might hinge on the choices, nor did I feel like they gave me real leverage to roleplay, which left me thinking "why are you asking me? Just flip a coin or something."
Would those complaints be addressed if I stuck with it longer? I've played one visual novel I found highly worthwhile by the ending, which I didn't particularly enjoy until well into the story, but I wouldn't be able to appreciate the plot if I continued to have these issues for the entire game.
The Ever17 translation is hilariously bad, so that might be part of it. The fan-translations of Never7/R11 are much better.
As for the choices...
Your inability to make informed decisions about the choices is, in fact, part of the overall plot. The Infinity series likes to play with the fourth wall, although it never actually breaches it; Ever17, in particular, is . The games of the series like to play with , so every playthrough is actually .
The game won't be the same the second time you play through it, and eventually you'll learn enough to understand why those choices matter. That said, I'd recommend Never7 as a better introduction to the series.
Today's post, Emotional Involvement was originally published on 06 January 2009. A summary (taken from the LW wiki):
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This post is part of the Rerunning the Sequences series, where we'll be going through Eliezer Yudkowsky's old posts in order so that people who are interested can (re-)read and discuss them. The previous post was Changing Emotions, and you can use the sequence_reruns tag or rss feed to follow the rest of the series.
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