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.

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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。

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