bookmark_borderMemories of Japanese Jinro Game – GNOSIA

Foreword: This article is the English translation of my original essay, written in Traditional Chinese, back in April 2025, roughly one year ago, when all we have about the anime adaptation is a promotion video. I chose to translate the essay into English now since the anime adoption is received quite well (from both people played the game and not played the game), and the Traditional Chinese article have unprecedented access traffic for such a small blog. This will not be a one-to-one translation of the Traditional Chinese version, mostly to streamline the essay and put focus differently for English-speaking audience; I’ll also incorporate some modifications reflecting the change of things within this year and the anime, but bear in mind the timeframe of the original essay is about a year ago, when we just heard of the anime adoption and only have one promotion video. This is a REALLY long essay (my word count plugin says this has almost 13K words) so enjoy!

Also sorry for the site still in Traditional Chinese; I only occationally post English stuff here.

Spoiler note: This essay contains discussion of the whole game, including the True Ending; the anime adoption goes in a rather different direction before converge into the True Ending, so some discussion will be different. I would suggest the reader either finishes the game or finishes the anime before reading this essay to avoid major spoilers.

Last Chinese New Year1 going back home, I prepared the game GNOSIA in my Nintendo Switch as the filler game between family activities. This title is actually sitting in my Steam wishlist for a long time waiting for it to come to PC, but after some consideration I decided to buy the Switch version:

  1. The genre of this game is known as Mafia or Werewolf, which I am quite familiar with. I was introduced to a genre of anime called “loop fiction” from Higurashi: When They Cry around 2007, then later from the When They Cry community (especially the Umineko fanbase) I was introduced to the Werewolf game. The variant I played the most is the Japanese web version written in PHP, called “汝は人狼なりや?” (Nanji wa jinrou narya?, literally translated as Are you werewolf?, henceforth shortened as Jinro), which I was introduced by this community following Niconico Douga videos featuring the Umineko characters “playing” this game. I’ve been in one of the Traditional Chinese Jinro community ever since, even after some decline when many of the members were too busy IRL and only holding the community together with the in-game chatroom.
  2. At the end of 2024 an anime adoption of this game is announced, and later revealed it will be on air in October 2025. Because of the familiarity with this genre, I decided to play the game first before anime airs.
  3. The reason to choose Switch version over PC version is twofold: I recently bought Switch (yes, just before Switch 2 announced), and as some basic info I gathered indicated, this game should be easily picked up and put away; there’s no need to stick before my PC to play. Although I may buy this game again on Steam for the achievements.

Here’s the overall gameplay of GNOSIA: on the first sixteen or so loops, the game gradually introduces to the player all the roles of the game and all 14 characters; in later loops the player will need collect background information of these characters, to find out why they (and Setsu) is trapped in this time loop.

During the research of this essay, I found an interesting record of this game: In Dengeki Indie Game Awards 2022, held by the Japanese column Dengeki Indie from the website Dengeki Online, which is voted by (I think) the readers of the column, GNOSIA had a grand slam of all the first places, even acquired the first four places in the Character Department! If you think the other titles in the overall department are already really good (OMORI in second, DDLC+ in third, ENDER LILIES in fourth), you should definitely try this game.

Continue reading “Memories of Japanese Jinro Game – GNOSIA”

bookmark_borderAdvent of Code 2025 / Everybody Codes 2025

第四年在這裡貼 Advent of Code 心得了。今年開始 Eric 決定要減輕一點他自己的負擔,所以題目數量減少到 12 天,不過仍然還是在 12/1 開場,每天開題;也就是今年只會到 12/12 就結束了。

目前看起來這個年末的程式設計謎題傳統有其他人繼承了下來,像是去年就開始的 Everybody Codes 它是自十一月的第一個星期一開始,連續四週的週一至週五各開一題——開啟時間似乎是 UTC+1 的 24:00,換算台灣時間是隔天的早上七點;麻煩的是這個時間剛好卡到我上班只好在到公司時偷一點時間出來寫。他這邊的故事風格比較中世紀一點,並且以鴨子做為各種吉祥物和故事元素,算是很不一樣的風格。

Continue reading “Advent of Code 2025 / Everybody Codes 2025”

bookmark_border人與世界的關係——《無法成眠的伊達鍵 – From AI:夢境檔案》心得

《AI:夢境檔案》系列新作,不過打越在忙他的《百日戰記》所以這個外傳不是他寫的,只有做為監修指導而已,寫的是這作的監督山田和也;不過他在看完劇本及試玩後給出的評論是「僕がいなくても『AI』の世界が描けてしまっている。」1這樣的高評價。我玩起來的感覺也差不多,故事的氣氛 (及垃圾話程度) 真的跟打越寫的正作非常像,而且這作還選了個很有意思的題材在 AI 的世界觀底下探討。

本作的特色就是新加入的「脫出部份」,故事當中會有和《極限脫出》類似的脫出環節 (《極限脫出》也是在 Spike Chunsoft 這邊做的,很多製作人員也有參與本作製作);故事上是咱們的偶像 A-set 不知為何被抓走關在一個看起來像是 UFO 的脫出房間裡,要從裡面逃脫出來。當然《AI:夢境檔案》本家的夢境環節也沒有缺席;雖然這作沒有故事分歧 (只有搞笑的額外壞(?)結局),不過以作為銜接前面兩作中間空檔的故事來說倒是頗為恰當。

值得一提的是,這一作中,《AI1》的主題「AI/I/愛/eye」2以一個很特別的型式也做為主題出場,但探討的面相和《AI1》的方向不太一樣,或者該說有所互補;不過可能受限於長度和題材本身吧,拿出來的東西只能簡單擦個邊,不過做為開啟討論的目標的話我想足夠了。(不然也就不會有這篇文章了)

前篇《AI2》的心得因為有部份篇幅分給了和打越鋼太郎這個劇作家和他的作品,不只篇幅超長還作了兩重防雷,不過這篇只會專注在這作及它和前面兩作之間的關係,所以只有一次防雷,還沒玩過的就請先離開了。

Continue reading “人與世界的關係——《無法成眠的伊達鍵 – From AI:夢境檔案》心得”

bookmark_border日式人狼遊戲的回憶:《GNOSIA》玩後感及劇情探討

2026/6/27 edit: This essay has an English version! Let’s see if this essay can reach more audiences.

今年過年我帶 Switch 回去時準備了這個遊戲打算做為零碎時間填充用。這款遊戲其實很早就躺在我的 Steam 願望清單等上 PC 了,但後來多方考量還是決定買 Switch 版。主要理由有幾個:

  1. 這款遊戲的主要內容是人狼遊戲,不過不是近幾年流行的那種少人數的狼人殺較偏重對話的設定,而是約莫在十幾年前比較流行的多人數較偏重邏輯的日式人狼。之前我在《高手過招》系列文裡提到過,我從《暮蟬鳴泣之時》開始被介紹進這種輪迴系作品,然後就從 PTT 的 HOT_GAME 版被拉進日式人狼圈子裡,主要是在玩《汝等是人是狼?》(《汝は人狼なりや?》) 這個版本 (以下簡寫為《汝等》),那時在幾個國內比較大的伺服器裡都有紀錄在 (用的是另一個名字就是了);最近因為大家幾乎不怎麼有時間能湊得出遊戲需要的 16/22 人來進行遊戲,所以雖然社群還在但其實已經轉化成一般的聊天群了。
  2. 2024 年底放出了 2025 要出動畫的消息(之後確定是 2025 秋番),想說這個題材 (輪迴人狼) 因為上一條的關係算是我很熟的題目,在動畫播出前我自己也來熟悉一下角色吧,順便為四月底小高跟打越的新作準備,所以就入手了。
  3. 會選擇 Switch 版而不是屯很久的 Steam 版則是:一來我前陣子終於買 Switch 了,二來既然這是單人加速版的人狼遊戲,快的話一場幾分鐘就能夠跑完。這樣一來與其在電腦上玩不如在 Switch 上玩,隨時可以拿起放下。不過看在 Steam 版還有成就上可能之後找個時間補上?

遊戲的前十幾輪是遊戲及職業介紹,以循序漸進的方式一點一點增加複雜度,讓玩家熟悉遊戲的進程及一些基本邏輯;之後就是在不斷輪迴的遊戲當中搜集所有登場 14 個人的背景故事,尋找為何玩家和 Setsu 會被留在時間迴圈裡,以及如何逃出的辦法。

在找資料時找到了一個關於這遊戲的有趣紀錄:《電擊Online》的專欄《電擊Indie》在 2022 年舉辦的《電擊 Indie 大賞 2022》中,《GNOSIA》這部作品包辦了作品部門首獎、角色部門前四名 (依序是 Setsu、Raqio、沙明、SQ),以及劇情部門、音樂部門、獨特性部門三個分部門的首獎!如果你覺得當年跟在其後的作品 (第二名《OMORI》、第三名《DDLC+》、第四名《ENDER LILIES》) 都已經很厲害了,那《GNOSIA》絕對值得一試。

Continue reading “日式人狼遊戲的回憶:《GNOSIA》玩後感及劇情探討”

bookmark_border《高手過招》20 年回顧系列 (1)

《高手過招》是我高中到大學時做的一個遊戲,曾經一度有小小的風行過一陣子,不過後來隨著討論程度下降就漸漸淹沒在網路裡面了。最近因為有想要為它做點東西,所以想說乾脆就來好好紀錄一下這玩意吧。

當然地,因為會詳細解說各個關卡的相關事情,所以本系列文章會有全《高手過招》的通關方式解說;不會有明寫的答案但會有做法,可以說某個程度上這系列文是《高手過招》的「官方」「解答」。雖然已經是二十年前的東西了但至少這些警告還是得先提一下。

什麼是《高手過招》?

《高手過招》最初是模仿德國人 David Münnich 做的網頁遊戲叫《Notpron》做的。玩家進入遊戲會看到一個網頁,內容可能是一張圖、一段話、或其他東西,當中隱藏了一個謎題,而玩家的目標就是要解開這個謎題獲得答案,進而能夠前進到下一個關卡。

某種程度上,這種東西其實跟所謂的「脫出遊戲」很相似,在於兩者的主軸都是將謎題和解題提示放在場景中讓玩家去尋找進而解題,差別在脫出遊戲的場景是有個環境場景在,而《高手過招》或《Notpron》則是把場景簡化做成簡單的網頁而已。如果更進一步把這種謎題大型化,加入一些謎題界常見的題型,就成了另外一類概念類似的解謎遊戲稱做 puzzle hunt;而如果保留「答案藏在網站裡」這個要素,而把藏的方式改成各種資訊安全漏洞的應用,就成了 CTF 挑戰了。可以說像《高手過招》這種解謎遊戲是屬於這類型中大型挑戰的簡化版,相對地更加著重在資訊搜集及水平思考上。

(當年在港台兩地風行起來的時候,記得有些人為此跑去建了個維基頁面紀錄當時相對比較有名一點的幾個類似仿作進去;現在我已經忘記當年的頁面名字是什麼,也不知道還在不在就是了。另外,我在首頁時有提到另一個啟發點是中國人 csksoft 做的《高手挑戰榜》,我這個《高手過招》的名字也是向他致敬的。)

這次的回顧其實就是以出題者的身份來解釋和檢討 (鞭屍) 各關的設計了。第一篇會解說 1~20 關,其餘的會在接下來的文章慢慢寫。

Continue reading “《高手過招》20 年回顧系列 (1)”