They said I'd die. They said I'd die and go to heaven.
But no - that was not enough for me. I didn't want to die. I wanted to live. In my fear of death, I lost sight of myself and everything I held dear. I made the wrong choice and everyone but me paid the price. But now, with all the things I have learned...I would make things right again. I would correct my mistake and return everything to the way it was before. Dear God...I no longer expect to enter heaven's pearly gates. But please, let me ask for one last favor, one final prayer, if You will.
Ten days, God. Let my body hold out for just ten more days, so I can redeem myself...
Visions & Voices is an RPG Maker game made in six weeks by well-known RM duoKarsuman and Craze. The game is largely non-linear, and is based on a ten-day time limit. It can be downloaded here. (In addition, a currently in-progress remake of the game can be found here.)You play as the Wanderer, and enigmatic figure who has come to the Montfort village to solve a mystery; apparently, most of the inhabitants disappeared overnight. He decides to explore the village in search of clues, soon discovering an Apocalyptic Log of sorts by a "prophet who has fallen from grace". Shortly after, he realizes that reality is warping around him. Disturbing things appear out of nowhere, other, more familiar things disappear, and all the while, time is ticking away...Will he be able to see the Visions? Will he be able to hear the Voices? And if he does...will he be able to accept them?Examples:
Anything That Moves: Telia. She's a hopeless pervert as well as a thief, and when she's found running out of the village, the Wanderer asks her if she slept with the guy chasing her and told his wife, or just slept with the wife.
Battle Theme Music: There are at least three normal battle themes, chosen at random when an encounter starts. Boss themes, on the other hand... every single boss has a unique battle theme. Victory fanfare is also non-existent except after boss battles.
Bloodless Carnage: Elena is supposedly beaten, bloody and bruised inside of the portal Montfort threw her into, but she's just standing there.
Bonus Boss: Every boss (and fight) in the game except for the opening madman, the Minor Galactivore, and D'kothos.
The fights are optional only in theory. In practice, some enemies are placed on some pathways you must traverse, in such a way that you will end up having an encounter when you try to go through, no matter what. All of the other fights are optional, but they can get you neat stuff that will make your life easier when fighting truly becomes unavoidable.
Bonus Dungeon: Every dungeon in the game except for the Montfort Catacombs and Manor.
Easter Egg: If you name the Wanderer "Doren", Seri Kesu has different dialogue. Also, if you are doing a solo run, for the first few days you can run into General Clancy (who Dison mentions several times if you recruit him).
Foreshadowing: If you talk to Telia, she constantly complains about the cold and that she keeps feeling a chill. On day 8, this is shown to be more than metaphorical; the constant rainstorm over the village turns to snow.
Interchangeable Antimatter Keys: Two kinds, simple and ornate, used to open locked chests and doors. Simple keys can be bought, though as a consequence tend to be in shorter supply than ornate keys, which the game constantly hands you via chests.
Alphonse does sell you ornate keys (at an outrageous price) if you recruit him, however.
Light 'em Up: Lyla. The Wanderer can also switch between dark and light skills.
Linear Warriors, Quadratic Wizards: Completely averted; spellcasters can frequently dish out as much, if not more, damage as warriors if you equip them with a magical weapon, and warriors have just as many skills.
Lost Forever: Except for Dison, recruitable characters die if you don't get them in time. Certain minor chests also disappear after a certain number of days.
Smarter Than You Look: Ox, a farmhand who's a Mighty Glacier and speaks in a country accent; however, perceptive players will notice his secondary stat is, oddly, a stat normally reserved for spellcasters, and if you talk to him, you'll find out that he's actually very intelligent and loves to read. This turns a bit dark in his Contemplate Our Navels line on the evening of the tenth day, though; "People think I'm dumb..."
Take Your Time: Averted. The final boss encounter always happens during the evening of the tenth day, no matter what.
Played straight on individual days, though, where you can run around as long as you want and no time will pass unless you sleep at the Trauma Inn.
The Mind Is a Plaything of the Body: Inverted. All stats are mental traits, not physical (Bravery, Perception, Charisma, Tenacity, and Logic), yet many of them function as physical stats (Strength is replaced by Bravery, Perception takes over for Dexterity, and Charisma is roughly equivalent to Constitution).
Many of the books that only Marlowe can translate are written in a horrific, unreadable script.
Too Awesome to Use: "Good" items are actually manufactured by the player via uses of feats, so the player has to consciously make the normally "too awesome" items.
Feats themselves tend to fall victim to this, however. Sure, there might be a Seraphim Whiteleaf in that garden, or something really awesome in that chest that you don't have a key to, or that monster might obliterate you if you don't trap it...but what if there's something else that you'd rather use your feats on? Then, before you know it, you're done exploring and ready to go to sleep and you still have more than half your feats left.
Trauma Inn: Subverted; each time you sleep at the inn, a day actually passes, preventing you from abusing it.
Tsundere: Telia is a Type A. If you talk with her at the Ogre's Mug every day, her Contemplate Our Navels phrase before the final battle changes from "Do you hate me? You never talk to me..." to " <Wanderer's name>... I love you."
Oranyan: The Wanderer, towards Telia. As much as he taunts her and gets angry at her when she behaves like a jerkass, he actually cares for her a lot.
The Unpronounceable: Books written in demon script literally cannot be read until Marlowe translates them.
Useless Useful Spell: Averted. Every single boss, including the final one, is susceptible to status effects, and they are usually key to winning. Most of your characters' skills are status effects, in fact, though this means most battles boil down to "Slap enemy with status effects, use regular attacks until they die, renew status effects if they wear off."
However, the game does have useless useful equipment. Anything that decreases your speed at all is usually not worth any of the benefits it might give, and anything that isn't a character's Weapon of Choice (see below) is usually fated to do nothing but sit in your inventory as well, as a Weapon of Choice almost always deals far superior damage, regardless of attack stats. There are many, many accessories that quickly become useless, as well.
Video Game Stealing: Telia's Pilfering Jig ability does this. Since many bosses have important and unique items that can only be acquired this way, you'll probably want to keep her in the party at all times.
Womb Level: The entire game was originally set in the innards of a giant dragon.
There's also the "Organic Tunnels" in the game itself, a large and confusing network of pink, fleshy tunnels with extremely difficult monsters and tons of locked chests.
You Bastard: If you turn down Telia's offer to join at the start of the game, you get a line from her during the Contemplate Our Navels scene on the evening of the tenth day; "You abandoned me. You left me to die..."