as a visual novel, an illustrated radio play of sorts, it's about as interactive as a sunset. actions are limited to answering calls or emails, each tiny tweak potentially splintering the story. branching paths aren't signposted, a fact that feeds into the danger of timeline changes, but one that might irritate people looking to easily explore the routes. Finding the 'true ending' (which, incidentally, is the story of the anime, should you want to avoid spoilers) takes considerable luck or, more likely, a peek at an online wiki. it's not cheating, it's closure.
Crucially, it's a story you'll want to see through. told at a slow pace and peppered with bizarre otaku antics and scientific theorising (both complex enough to warrant a glossary ), it lets its heroes really take root, so that every mistake is a sucker punch to the soul. For a game where 99.9% of interaction is pressing X to unspool dialogue, it conjures a spectrum of emotions: laughs at teenage dumbness, guilt at naive errors and sheer dread at the ping of a microwave. Forget texts, with a cast of just ten characters, Steins;Gate does some serious good.
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