Some quick observations:
1) I missed this on the first playthrough, but caught it on my recent replay. When discussing Sylvia's security measures before the heist, we're told three people have high level access: Sylvia, Aiden, and Romalina Delanto. We're further told that Romalina is "probably" the technical consultant who installed the security because she has system admin privileges, and that she probably won't be at the party (which comes across as a "this character is not important, nothing to see here" sort of line). But then that's immediately followed up by Sophia mentioning that while documentation for her company exists, documentation for
her does not. Which seemingly implies she's a supernatural of some kind, and potentially subtle enough to manipulate the data (in the same way Rain keeps her greenhouse out of public records).
While Romalina has yet to appear (and may not even appear in this story at all), it feels like that was way too blatant a clue to just ignore. To paraphrase Mr. Chekhov (no, not that one), "If a writer is going out of their way to namedrop a character in a way that seems suspicious, it's probably not just a random meaningless detail."
It's possible it was just a red herring of sorts of course, but it feels like a deliberate red herring wouldn't have been dismissed out of hand so quickly. And it feels odd for Nine to bring up that much unless it means
something.
2) When Ennai shows up at your house, you ask him how he knew where to find you, and he's dismissive about it. But since he mentions that saying a Celestial's name allows them to sort of "hear" you and know you're talking about them, it might conceivably also let them know
where to find you. When you're talking to Sophia and B, you can mention his name (and if you don't but allude to his nickname,
Sophia will say it), which could potentially be how he found you (though if you tell them he never said his name, it never comes up, yet he still finds you, so it's probably not the canonical answer).
For that matter, "B" eventually tells you multiple names and gives you the option to decide which one you prefer to use. But that raises a different question. If nicknames count as
names (and they probably should), then any time anyone on Earth says the letter "B",
B should be aware of it. Which is mildly crazy. Unless names only count when
used as a name - so if you say "B" while thinking of B she would hear it, but if you say something like "A little from Column A, a little from Column B", she wouldn't because the context is wrong.
3) Finding out that
Lisa's "ghost" was able to keep watching us (sort of) even after she faded out takes on an entirely new connotation when I remembered having sex with Tara on the couch shortly afterward. Awkward!
I think for a "murder mystery" to work, it'd be hard to do multiple POVs unless there were multiple investigators that were also blameless... though they managed to pull it off in the video game Heavy Rain, where one of the investigators actually was the killer!
That's where the "unreliable narrator" trope comes into play. The main problem with it is that a lot of mystery fans hate it and think it's cheap and unfair, because it tampers with the information the player has access to, and thus makes it difficult to genuinely solve the murder as part of the audience.
Characters can be wrong about evidence they discover, but anything presented objectively to the audience (and especially character thoughts if those are perceivable) should always be honest and truthful. Because the only lens the audience has to examine evidence is through whatever the writer chooses to tell them, a "fair" mystery needs to avoid concealing or lying about vital clues that are necessary to solve the mystery.
This is actually a discussion that started way back when Agatha Christie wrote "The Murder of Roger Ackroyd", which a lot of mystery fans complained about at the time because the narrator is constantly lying to the reader.
One of the criticisms of Heavy Rain is that the character you're talking about does stuff
even while alone that aren't really in-character for how they would react (because
they know they're the murderer). Which kind of makes it feel like the story is just lying to you, and thus isn't really presenting a "fair" mystery for
you to solve.
It's the same sort of criticism that crops up when mysteries don't present vital clues until the very end of the story (or even during the actual summation after the reveal), which is something they complain about in "Murder by Death" (a great movie for anyone who likes mysteries but who've never seen it).
One of the earliest novels I read as a kid is "Death in the Clouds"!
I then read another Poirot story where he was staying at a bed and breakfast but the name of it eludes me...
When I was a kid (I was maybe like 5-6), my parents were watching Murder on the Orient Express and I was kind of in the room only half paying attention and probably not understanding tons of stuff because I was too young, but about halfway through the movie I blurted out "
They all did it!"
My mom just turned to me and kind of stared for a bit and was like "...did you see this before?" And I was like "No, but it's obvious!"
And it kind of was - in a way, being a kid meant I could hyperfocus on the "He was stabbed a dozen times, each stab having different force and angles" clue, and ignore all the extraneous details and red herrings and conflicting motives and distractions. A man gets stabbed a dozen different ways and there's about a dozen different suspects - 2 and 2 start adding up to 4 pretty quick. That's really all the evidence I needed.
I will continue to gloat about that one until my very deathbed.
… wait, it’s all completely written, already?
And mostly coded?
And the first scene is already fully rendered?
This actually reminds me of a question I've had in the past but never really gotten around to asking any devs - when coding a game in Ren'Py, is there a specific order of operations that needs to be followed, or can the dev sort of jump around a bit?
To try and explain that differently, my main idea is whether or not someone designing a game in Ren'Py has to do each scene individually with both graphics and dialogue, or if they can focus on dialogue and not include any graphics at all (or just use something simple as a placeholder) before going back later to add graphics and animations in.
I'm mostly kind of curious if it would be possible for a dev to literally code out the entirety of the script for a game with no art, then go back later and add art in. And whether or not a dev could theoretically code out their entire game from start to finish but still carve it up into pieces to release episodically.
I know the odds of me ever working on a game of my own are pretty much nil, but I do think about the logistics of it on the technical side.