Game Classification

Remember 11: The Age of Infinity KID Corp., KID Corp., 2004  

Informations Analyses Serious Gaming
 

Classification

VIDEO GAME

Keywords

Market

This title is used by the following domains:
  • Entertainment

Audience

This title targets the following audience:
Age : 12 to 16 years old / 17 to 25 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:


Kokoro Fuyukawa is a girl who has been entrusted with transferring another person to a special psychiatric institution. This other person is a nineteen year old girl named Keiko Inubushi, who suffers from DID - Dissociative Identity Disorder - which caused her to kill some patients in a hospital two years earlier. However, the plane crashes, and only Kokoro and three other people survive. Trapped in harsh mountain weather, Kokoro discovers that she is trapped in a "personality transportation": she switches consciousness with a man named Satoru, who is in the very same hospital she needed to bring Keiko to. Slowly the mystery unravels as the player views it first from Kokoro's, and finally from Satoru's point of view.

The game is a visual novel: the gameplay consists of reading text and making decisions that will change the course of the events the way the player has chosen to. There are 33 endings in the game, only two of which are considered "good". The game is part of Kid's Infinity series, but it is connected to the other games only by the name, gameplay, and the style of its story, without sharing the same story arc or protagonists. [source:mobygames]

Distribution : Retail - Commercial
Platform(s) : PlayStation 2 (PS2)

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