Refusing to acknowledge the situation, Miyakou vehemently denies her participation. Only after he does this for five rounds will the group be promised freedom to the outside world. While exploring his whereabouts, he notices six familiar girls huddled around a large monitor-his childhood friend Kanae Hokari, the class president Miyakou Ando, his English teacher Natsuki Aoi, his junior Rika Makiba, and his classmates Rinne Byakuya and Nemu Manaka.Īs they attempt to make sense of their current situation, a voice suddenly declares through the monitor, "The game will now begin." The rules of the game are simple yet brutal assigned as the "unlocker," Keisuke must select one of the girls as his "keyhole" and violate her in a specific manner. Keisuke Takatou wakes up in a featureless white room, unaware of how and when he arrived.
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While Fallout fans aren’t strangers to performing filler-feeling missions, such busy work felt a bit more substantial and story-driven when it was completed to help or hurt a fictional character populating the world.īeing sent on a multi-tiered errand – by someone who scribbled a note on their deathbed – while somewhat haunting, lacks the emotional payoff of performing the task for a potential friend or foe. Many of these quests are also of the fetch variety. There’s certainly no shortage of quests to tackle, but they’re typically tied to deceased humans or robots, and are generally found in terminals, notes, holotapes, letters and other objects you can’t carry on a conversation with. More than just missing a colourful cast of characters to interact with, however, this lack of NPC life equates to missions being driven by the non-living. |
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