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Never 7: The End of Infinity

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had thought that he was traveling back in time, he had only imagined a different past where events played out differently, as part of a delusion, and that he had given himself partial memories in the form of premonitions in each loop; in the last loop, he would have given himself all his memories, other than the knowledge that he is experiencing a delusion. She says that once Makoto succeeds in saving her, he will break out of the delusion, and the six days in his delusion will become reality. Makoto refuses to believe her, claiming that everything around him is reality, but starts to doubt throughout the week. Depending on the player's choices, the route branches into two endings. In one, the delusions appear to be changing reality, but are revealed to be a chain of coincidences. In the other, the delusions do change reality, and Makoto wakes up at the bottom of the cliff he fell down at the end of the last loop, badly wounded from having protected Izumi during the fall. It is left ambiguous as to what is real and what is a delusion, and whether Makoto has escaped to reality or still is trapped in his delusion.
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were described by the development team as "vague existences", saying that one cannot know if they exist or not. In the bad ending to Izumi's route, the bells, which "should be fictional" remain while something that should exist disappears; this was a metaphor for the idea that delusions become reality while reality becomes a delusion. The game's title comes from how Makoto is unable to escape the infinite loop and reach April 7, and how most of the seven characters die at some point during the game. It is also based on the belief that 7 is a lucky number. The game was designed to be open to speculation and multiple interpretations, a design philosophy that was carried over to later entries in the series and was part of what led to
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camp: Yuka Kawashima, the leader of the group; Haruka Higuchi, a studious and quiet girl; and Okuhiko Iida, a wealthy playboy who is the heir of the Iida Financial Group. Makoto also meets three girls unrelated to the seminar camp: the wealthy Saki Asakura; and sisters Kurumi and Izumi Morino, who are temporarily running the café Lunabeach on the island. The seven are stuck on the island for a week due to a tropical cyclone preventing boats from leaving, and become friends.
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back in time, retaining their memories of the past six days. Makoto accepts that he has traveled through time, and Izumi reveals that she is the professor in charge of the seminar camp, and that the events of the past week were a science experiment; she attempted to test the phenomenon known as Curé Syndrome, where if multiple people believe in a
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choices such as whether to look a girl in the eyes or to take her hand. The game is presented from a first-person perspective, with pre-rendered backgrounds and 2D character portraits accompanying the text. The visuals mostly consist of still images, but with characters often changing their expression while talking.
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After six days have passed in the game's story, the game moves back in time to the beginning, allowing the player to make new choices based on the knowledge they have gained through the first six days to try to prevent certain events. Depending on the choices the player makes, the game either ends on
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The story follows Makoto Ishihara, a college student who attends a seminar camp on an island together with three other students; he also befriends three other people whom he meets on the island. The game takes place over the course of a week, and consists of the player reading the story, occasionally
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Izumi suggests that in the first six days, Makoto had been deceived by her and Okuhiko, but rather than believing in premonitions had believed he had traveled back in time. When Izumi died on April 6, and Makoto had desired to travel back in time, Curé Syndrome manifested. She suggests that while he
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shows how the player is doing with the female characters: it shows three blocks, which have hearts inside if the player is doing well. In the PlayStation Portable version, the player has access to a glossary, which explains various key words used in the game. In the Android version, the player gets
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he had played. He found the game's pacing and writing quality to be good, and liked the music, finding it to complement the mood of the game well. While he thought the game's graphics were not "anything special", he was impressed by the character designs, especially that of the character Haruka. A
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as subjective and relative rather than absolute. As such, for each route, that route's history is the only one Makoto knows and the only one that is real to him; the Curé syndrome only exists to him in the routes where it is mentioned. The bells were used as symbols for reality being relative, and
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After finishing Yuka, Haruka, Saki, and Kurumi's routes, the player gets access to the Izumi Cure route, in which Makoto learns that Izumi and Okuhiko had deceived him into thinking that his premonitions were true. Makoto confronts Izumi, after which both he and Izumi fall off a cliff. They travel
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takes place in the week of April 1–7, 2019. Makoto Ishihara, the player character, is a college student and truant who rarely attends his classes. As a result, he is forced to attend a seminar camp held on a remote island in to be allowed to pass to his next grade. Three other students are at the
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in which the player reads the story, and presses a button to advance through the text. At certain points, the player gets to make choices which affect the direction the plot proceeds in; these involve choosing what location to move to, and what the player character should say, as well as subtler
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of the future, all of which come true. Depending on the player's choices, Makoto ends up getting close to one of the girls, and on April 5, the story branches into different routes focusing on one of them. In each route, the girl Makoto was close to dies on April 6 with a bell in her hand.
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called the plot excellent, and appreciated how the game's story is a "personal, character-driven, emotive, human tale based around gentle romance" rather than an apocalyptic "beat-the-bad-guy kind of story". He also liked how the game's interactivity is on a more personal scope than in
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making choices that affect the direction of the plot; on the sixth day, one of the characters dies, and the game moves back in time to the beginning, letting the player use knowledge from the first set of six days to make new choices, to try to prevent the death.
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and the delusion is spread to others, the delusion becomes reality. Makoto was the test subject of the experiment, which was meant to involve him having the delusion that he could have premonitions; unexpectedly, he turned out to have real premonitions.
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According to Nakazawa, the original version of the game did not sell very well. The PlayStation Portable version was on the lower end of the top 1000 best selling video games of the year in Japan in 2009, with an estimated 4,250 copies sold.
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function to move past sections of text that they have already read. The game also includes an "Append Story" mode in which the player can play new scenarios that are downloaded from the developer's website.
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found the game's mood boring. As the science fiction elements were well received, later entries in the series gradually moved away from the dating theme and became more focused on science fiction.
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being chosen as the series title. One example of the openness to interpretation was that development team did not want to confirm or deny whether the game's world was connected to that of the
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a "bad ending" on the sixth day, or continues into a "good ending" on the seventh day. After finishing the game, a picture gallery and a music test are made available in an
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The game begins on April 1 with Makoto awakening from a nightmare of a girl dying on April 6 with a bell in her hand. As the week goes on, he occasionally experiences
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elements, with the main focus being to develop a relationship with a girl. The Dreamcast version includes new scenarios not available in the PlayStation version.
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Afterwards, Makoto finds that he has traveled back in time to April 1, retaining the memories of the previous six days. Concluding that he is trapped in an
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series, saying that while characters with similar names may appear, they wanted to leave the player to decide for themselves what the answer would be.
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had been positively received by critics, Uchikoshi gradually focused more on science fiction and less on romance with each new game, with
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In reviews around the time of the game's release, reviewers appreciated the science fiction themes of the game. Neal Chandran at
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points throughout the game, which can be used to unlock applications such as a calculator, a calendar, and mini-games.
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was the planner and scenario writer. Development began immediately after Uchikoshi's first visual novel,
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was released on November 23, 2000, also by KID. On December 21, 2000, KID released a
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computers through the "GameX for Mac" service. Cyberfront released it for
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Average gameplay, showing a conversation between the player and Yuka in a
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praised the game for its plot, its intimate scope, and its music, whereas
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The game was originally released by KID for PlayStation under the title
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was not intended to be part of a series, but during the development of
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mode. When replaying parts of the game, the player is able to use a
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Official website for the Neo Geo Pocket Color version (archived)
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In the Dreamcast version of the game, a meter on the system's
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Official website for the Microsoft Windows version (archived)
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on May 22, 2003. On March 3, 2005, it was released for
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not featuring any dating elements at all. Originally,
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The development team depicted reality in the world of
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Official website for the Dreamcast version (archived)
1048:) (in Japanese). Cyberfront. Scene: TIPS 054: Never7. 1141: 1139: 1137: 566:, was finished. He was unable to make heavy use of 830:. Vol. 1. SMG Szczepaniak. pp. 298–313. 38:Cover art, featuring Izumi (top) and Yuka (bottom) 1681: 1389:"Never7 -the end of infinity- まとめ (iPhone/iPod)" 1134: 1419:Hooper, John; Israel, H. Anthony (2017-05-01). 1059:Hooper, John; Israel, H. Anthony (2017-05-01). 974: 970: 968: 945: 859: 828:The Untold History of Japanese Game Developers 1557: 1446:"GEIMIN.NET/2009年テレビゲームソフト売り上げTOP1000(ファミ通版)" 1209:"Never7 〜the end of infinity〜 まとめ (ドリームキャスト)" 941: 939: 965: 855: 853: 851: 849: 847: 1085:Jia, Oliver; Greening, Chris (2015-09-15). 825: 1564: 1550: 1052: 936: 32: 844: 487: 1329:"Never7 -the end of infinity- まとめ (PSP)" 1300:"一部Macユーザーに朗報 「GameX for Mac」が恋愛ADV配信開始" 1269:"Never7 〜the end of infinity〜 まとめ (PS2)" 821: 819: 817: 815: 813: 811: 533: 437: 1790:Video games written by Kotaro Uchikoshi 1360:"Never7 -the end of infinity-[Android]" 916: 1682: 1469: 1110: 599:The game's soundtrack was composed by 1545: 808: 782:. As the science fiction elements of 778:, and Uchikoshi worked on all except 761:12Riven: The Psi-Climinal of Integral 630:; this version was also released for 1003: 1001: 1571: 1036: 661: 542:, as his second visual novel after 13: 14: 1816: 1780:Video games scored by Takeshi Abo 1493: 998: 1765:Video games about the paranormal 1695:Android (operating system) games 1664: 1663: 826:Szczepaniak, John (2014-08-11). 755:Remember 11: The Age of Infinity 1478:from the original on 2015-03-17 1474:(in Japanese). 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Andriasang. Archived from 749:Ever 17: The Out of Infinity 657: 650:on August 28, 2012, and for 628:Never 7: The End of Infinity 348:Never 7: The End of Infinity 27:Never 7: The End of Infinity 7: 1745:PlayStation (console) games 1725:Japan-exclusive video games 1448:(in Japanese). Geimin.net. 895:(in Japanese). 2009-01-07. 482: 433: 375:series, and is followed by 10: 1821: 1755:PlayStation Portable games 1740:Neo Geo Pocket Color games 1760:Single-player video games 1659: 1628: 1582: 1537:The Visual Novel Database 1528:The Visual Novel Database 731: 674: 671: 552:The game was directed by 410:, planned and written by 406:The game was directed by 334: 322: 160: 116: 104: 92: 80: 68: 55: 43: 31: 26: 538:The game was written by 355:video game developed by 1785:Video games set in 2019 1423:. Lemnisca. p. 2. 1063:. Lemnisca. p. 3. 948:"Yeti Teases New Title" 654:on September 11, 2012. 646:on March 12, 2009, for 499: 917:Spencer (2012-08-28). 549: 488:Setting and characters 447: 414:, and composed for by 1805:Mages (company) games 1470:Goemon (2012-05-23). 1111:Ginger (2008-12-26). 770:; Nakazawa worked on 614:on March 23, 2000. A 537: 441: 1700:Classic Mac OS games 1046:PlayStation Portable 644:PlayStation Portable 616:Neo Geo Pocket Color 269:PlayStation Portable 189:Neo Geo Pocket Color 147:PlayStation Portable 127:Neo Geo Pocket Color 1750:PlayStation 2 games 687:26/40 (PlayStation) 668: 1147:"インフィニティ まとめ (PS)" 715:role-playing games 666: 550: 476:Visual Memory Unit 448: 1715:Infinity (series) 1677: 1676: 746:games were made: 701: 700: 632:Microsoft Windows 393:, and the reboot 344: 343: 221:Microsoft Windows 216:December 21, 2000 200:November 23, 2000 135:Microsoft Windows 61:KID, Cyberfront, 1812: 1705:CyberFront games 1690:2000 video games 1667: 1666: 1646:Kotaro Uchikoshi 1566: 1559: 1552: 1543: 1542: 1520: 1512: 1504: 1487: 1486: 1484: 1483: 1467: 1461: 1460: 1458: 1457: 1442: 1436: 1435: 1433: 1432: 1416: 1410: 1409: 1407: 1406: 1385: 1379: 1378: 1376: 1375: 1356: 1350: 1349: 1347: 1346: 1325: 1319: 1318: 1316: 1315: 1296: 1290: 1289: 1287: 1286: 1265: 1259: 1258: 1256: 1255: 1246:. Archived from 1240:"never7PC ゲーム紹介" 1236: 1230: 1229: 1227: 1226: 1205: 1199: 1198: 1196: 1195: 1174: 1168: 1167: 1165: 1164: 1143: 1132: 1131: 1129: 1128: 1108: 1102: 1101: 1099: 1098: 1082: 1076: 1075: 1073: 1072: 1056: 1050: 1049: 1034: 1028: 1027: 1025: 1024: 1015:. Archived from 1005: 996: 995: 993: 992: 983:. 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Index

A stylized illustration of two young women lying down, seen from above
Developer(s)
KID
Publisher(s)
5pb.
Director(s)
Takumi Nakazawa
Writer(s)
Kotaro Uchikoshi
Composer(s)
Takeshi Abo
Infinity
Platform(s)
PlayStation
Neo Geo Pocket Color
Dreamcast
Microsoft Windows
PlayStation 2
Macintosh
PlayStation Portable
Android
iOS
JP
JP
JP
JP
JP
JP
JP
JP

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