Anonymous
6/20/2025, 1:21:51 PM
No.528131563
>>528128436
>Non existent
SF is the route that puts forward the idea that they're stuck in a timeloop and the only way to escape is to have everyone live. If we take that statement at face value, then that would jeopardize every other route's ability to be the true ending, because almost all of them would just loop back to start (and none of them address the timeloop at all, which if real would be the most important obstacle facing the characters). Thus "SF's insistence on its own importance".
>It's Kodaka who never read Uchikoshi's
It doesn't really matter who didn't read whose script, the point is that the two of them clearly didn't coordinate on a coherent vision for SF/2nd Scenario, which is why many people have complained that those routes feel disjointed and the game's conclusion feels unsatisfying because of it.
>I'd argue that S.F. and it's pre required locks feel much more connected and meaningful as a story
I mean, I agree. SF was my single favorite part of the game (outside of its rather anticlimactic final scene). I probably would have preferred if the game's plot as a whole conformed more to Uchikoshi's vision than Kodaka's vision. But that's not what we got. What we got was Kodaka's completed story, start to finish, with Uchikoshi's semi-completed alternative take on the story tacked on.
>Non existent
SF is the route that puts forward the idea that they're stuck in a timeloop and the only way to escape is to have everyone live. If we take that statement at face value, then that would jeopardize every other route's ability to be the true ending, because almost all of them would just loop back to start (and none of them address the timeloop at all, which if real would be the most important obstacle facing the characters). Thus "SF's insistence on its own importance".
>It's Kodaka who never read Uchikoshi's
It doesn't really matter who didn't read whose script, the point is that the two of them clearly didn't coordinate on a coherent vision for SF/2nd Scenario, which is why many people have complained that those routes feel disjointed and the game's conclusion feels unsatisfying because of it.
>I'd argue that S.F. and it's pre required locks feel much more connected and meaningful as a story
I mean, I agree. SF was my single favorite part of the game (outside of its rather anticlimactic final scene). I probably would have preferred if the game's plot as a whole conformed more to Uchikoshi's vision than Kodaka's vision. But that's not what we got. What we got was Kodaka's completed story, start to finish, with Uchikoshi's semi-completed alternative take on the story tacked on.