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Umineko no Naku Koro ni: Difference between revisions

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Once the typhoon hits, a ghastly game begins, starting with the murder of six people on the island. If the witch's epitaph cannot be solved, people will continue to die in mysterious deaths, following the outline given by the epitaph itself, until the witch Beatrice ultimately revives. After this comes to pass, Battler is the only one left alive who does not believe in witches or magic, and as such the door to the "golden land" (as stipulated on the epitaph) cannot be opened. Beatrice takes Battler and herself to a parallel dimension, [[Purgatorio]], which is able to oversee events on Rokkenjima. From this point on, Battler and Beatrice are locked in a game of twisted logic where Battler must attempt to explain all of the mysterious events on Rokkenjima from the standpoint that they are caused by a human, and Beatrice attempts to explain everything with witches and magic. One of the recurring motifs is use of the locked room mystery, and several logical arguments are presented to explain the mysteries including the devil's proof, the raven paradox, and Schrödinger's cat. If Beatrice can get Battler to ultimately surrender and accept witches and magic, Beatrice wins.
 
[[Category:Visual novels]]
[[Category:Umineko no Naku Koro ni]]
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