Though I wanted to do an otome game review, I did say that I'd be reviewing visual novels and not only otome games (never mind 90% of my list are otome XD ). So this time I'll be reviewing Remember11, the third game in KID's Infinity series of visual novels. I had not played Remember11's famous predecessor Ever17 (I've just started playing it yesterday), and as a result unlike many other fans of infinity series who bashed Remember11 by comparing its various features with Ever17, I played it with zero expectations and found it a very enjoyable and engaging mystery visual novel that makes your head work to get the story.
WARNING: LONG REVIEW IS LONG!
In contrast to the other two Infinity games and most visual novels, Remember11 does not have a focus on romance or plot routes that are based on specific heroes or heroines. There are 2 routes, but they basically describe the same story from the 2 protagonists' perspectives, each route answering questions that could not be answered in the other. The game makes it clear though that you are supposed to play Kokoro's route first, there is NO WAY to get Satoru's good end (all bad ends are either death or another big disaster, this is no galge)if you already haven't gotten Kokoro's good end beforehand, and Satoru's good end is the one that explains everything (Well, almost everything XD This game has a sick sense of humor).
The stage of the game is divided between 2 locations: Mountain Shelter Cabin at Mt. Akakura, and SPHIA facility at Aosagi Island. There are only 4 people at both locations, in total 7 people (nope, 4+4=7 is not a typo here :P ). Each of the characters represent some archetype, and from what I hear this is a recurring theme in the Infinity series. However, in Remember11′s case, the archetypes are Jungian. Instead of these being surface traits, they represent subconscious personalities. All throughout the game there are an assload of references to these archetypes, but don't expect their behavior to be thoroughly controlled by that alone, you'll be surprised.