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Visual Novel / Remember11

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Kagome, Kagome...
The bird within the cage...
When, oh when, will you come out?
In the evening lit by the dawn...
The crane and the turtle slipped and fell...
Who's that behind you?

The third game in KID's Infinity series of visual novels. Remember11 follows the stories of two characters.

The first is the story of Fuyukawa Kokoro, a psychiatric student traveling to the SPHIA (Specified Psychiatric Hospital for Isolation and Aegis) facility to interview a patient residing there. Following an accident in which the plane on which Kokoro was traveling crashed in the mountains, the survivors of the crash attempt to survive in the mountains with limited supplies until they can be rescued. The other survivors include Mayuzumi Lin, Yomogi Seiji, and Kusuda Yuni.

The second ongoing story follows Yukidoh Satoru, a resident of SPHIA, where he resides with Utsumi Kali, Inubushi Keiko, and Kusuda Yuni. Satoru's story revolves around several incidents which make it appear as though somebody is trying to kill him, as well as Satoru's investigations into the mysterious "personality transfer" phenomenon which causes his and Kokoro's minds to swap between the two of them...

This game is part of the Infinity series, so expect spoilers while reading the tropes list.

This Visual Novel contains examples of the following tropes:

  • Alice and Bob: Used as an example by Enomoto while explaining quantum teleportation.
  • All Men Are Perverts: Kokoro writes Satoru a note which, amongst others, tells him not to touch her body while he's inside it. A few moments later, she's back in the cabin, where Yuni and Yomogi were busy enjoying the view that Satoru gave them.
  • All There in the Manual: Much of Satoru's true motives and answers to several unsolved mysteries can only be found in a timeline of the Infinity series in the PSP version.
  • Ambiguous Innocence: The twins. Full stop. As in, so innocent, they don't know what shiny knives do.
  • Arc Number:
    • 11 as in, the number 3 (written in binary). To name a few examples: it relates to the years the game takes place in (2011 and 2012; 1+2 = 3), the number of victims Keiko murdered (12), the number of transfer points (3), and the number of people involved in the personality transfers (3 pairs). That it initially seems to be the decimal number 11 is in itself symbolic, and ties into one of the game's core themes: of looking beneath the surface to see the truth.
    • 33, which is the amount of minutes that a body-swap lasts for. Of course, it's 3*11.
  • Anthropic Principle: Part of the Mind Screw. It is implied that Satoru's route and backstory only came into existence because the player only heard of it through Kokoro.
  • Arc Words: Where is "Self"?
  • As the Good Book Says...: In the prologue and in Bad Ending #28, Satoru quotes 1 Samuel 18:10-11 as a metaphor for his hatred towards "That Guy".
  • Asshole Victim: Mayuzumi in Bad Ending #8. It only goes downhill from there.
  • Attempted Rape: Heavily implied that this is what Yomogi was going to do to Kokoro in Bad Ending #8.
  • Ax-Crazy: Mayuzumi, in several bad endings.
  • Babies Ever After: Depending on what happens after the ending, this may be in the cards for Yomogi and Utsumi.
  • Bolivian Army Ending: The game ends with Keiko regaining control of her body and holding Utsumi's baby in front of a cliff. Also, Lin fails to reconize Satoru because he was in Enomoto's body the entire time.
  • But Not Too Foreign: Utsumi is half-Japanese, half-Indian.
  • Cassandra Truth: Satoru and Kokoro fail to convince their companions of the personality transfer, although most of them do recognize that the two of them have multiple personalities.
  • Class Reunion: Yuni mentions the cliché turnabout at the beginning in the plane.
  • Continuity Nod:
    • The Tips reveal that Enomoto is working for a not-explicitly-named German/Japanese pharmaceutical company which has recently started funding an amusement park and researching biological weapons
    • Kokoro is a student of Kyumeikan Women's University, where Sara and You studied (will study?) in Ever17.
      • Satoru and Enomoto went to the (presumably) guys-only branch of that same university. It's just called Kyumeikan University.
    • The gigantic tuna sled seen in Satoru's route, tunas have been seen/mentioned in every Infinity title.
    • Yuni nicknames his teddy bear TB.
    • In one scene, Kokoro says "Pain, pain, fly away, all the way to Andromeda!" to Yuni after he hurts his head. Similar scenes occured in the Infinity series between the protagonist and the another member of their group, such as in Never 7 (between Makoto and Kurumi) and Ever17 (between Kid and You).
    • The terabyte disc makes another appearance. note 
  • Creepy Child: Keiko Inubushi. Also Yuni, at times, and in a much younger (and MUCH creepier) example even than usual, Yomogi and Utsumi's infant twins.
  • Darker and Edgier: When compared to other Infinity titles like Never7 and Ever17.
  • Deadpan Snarker: Satoru.
  • Death of a Child: One of Inubushi's victims had just turned nine when he was killed. We later find out that he was Yomogi and Utsumi's son. Additionally, the game ends with Hotori/Inubushi holding another one of their children with a crazed look on her face.
    • Also given that one person dying (in a trio of people experiencing the transfer) kills the other, this happens in a large number of bad endings.
  • Despair Event Horizon: Satoru (and it's implied Yuni as well) pretty much smacks headfirst into this in the Utsumi's Plan Completion Ending. Something similar happens in any ending that retcons the game into either a Dying Dream or a The Ending Changes Everything (Cuckoo Nest?).
  • Die Laughing: Kokoro does this in one of the avalanche bad endings, fed up with everyone coming close to death due to her Poor Communication Kills tendencies.
  • Downer Ending: Pretty much every bad ending.
    • Also the "true" ending, which is disguised as a generic bad end, along with the "The story isn't over yet! It's an infinity loop!" text, though it's the only ending where people (apart from Enomoto) won't die. Many mysteries are not revealed (especially if the player didn't encounter the "Apoptosis" bad end beforehand) and the game ends in a cliffhanger.
  • Dream Melody: Kagome, kagome...
  • Driven to Suicide: Kokoro in one ending; feeling responsible for Yuni and Yomogi's deaths, she takes the only way out.
  • Dude, She's Like in a Coma: It's unclear due to Satoru being unconscious/delirious at that time, but apparently Keiko rapes/takes advantage of Satoru while he is in drug-induced stupor.
  • Dying Dream: Several Bad Ends turn the whole game into one, as a result of a Time Paradox created by those endings.
  • Dysfunction Junction: SPHIA. Unsurprisingly, given it's a psychiatric hospital.
  • Earn Your Happy Ending: Or possibly not, depending on what may or may not have come after the cliffhanger ending.
  • Everybody Lives: Downplayed, as Enomoto and Hotori dies. Though the cliffhanger ending leaves some dark possibility that this may not be the case for long.
  • Fetus Terrible: Yomogi and Utsumi's children — they appear to be this due to their actions in Kokoro/Satoru's bodies, but the TIPS reveals that they aren't aware of what they're doing or that it's wrong.
  • Fission Mailed: Satoru's good ending finishes with the same message given on all of the bad endings.
  • Four-Philosophy Ensemble: The 4 characters trapped in the shelter cabin can be categorized as such: Lin is the Cynic, Kokoro is the Optimist, Yomogi is the Realist and Yuni is the Apathetic.
  • "Freaky Friday" Flip: Satoru and Kokoro and one of Utsumi's twins. Hotori and Inubushi have the same thing happening with another twin.
    • Satoru and Enomoto exchange personalities either sometime before or during the prologue.
    • It's also actually inverted most of the time. It's not their personalities that switch bodies, it's their bodies (and everything in a 110m radius) that switch places, with their minds staying at the same places and times. Does that make sense to anybody reading this? Probably not.
  • Freak Out: Satoru goes through two of these- once after Enomoto finishes his explanation about how the transfer phenomenon works, and again in Bad Ending 28 when he comes face to face with his past self (actually Enomoto in his true body).
  • Gender Bender: Satoru and Kokoro get to experience as part of their "Freaky Friday" Flip.
  • Genki Girl: Kokoro and Hotori, in the Satoru chapter can border on this.
  • Gollum Made Me Do It: Some of the more "destructive" actions that Kokoro and Satoru do (Eating all of the remaining food, murdering Enomoto, destroying the living room) are blamed on the other party. As it turns out, none of these actions were either of their fault, and were committed by a third personality in their bodies.
  • Gratuitous English: It's in the title.
    • One of the game's greatest unsolved mysteries is what the hell Wood Carbuncle, written on seemingly all of Satoru's shirts, means.
      • Oddly enough, Wood Carbuncle is also written on the real Hotori's sweatshirt.
    • The lyrics for the OP and ED, as typical of a Chiyomaru Shikura composed song.
  • Guide Dang It!: There are over 30 endings, and most of them aren't happy.
    • Many are also extremely difficult to access if you don't know what you're doing. And god help you if you decide to try for 100% completion, which, due to a few events that occur at random, may be literally impossible without a guide.
      • Some endings even require you to play as one character and take certain choices, then start a new game playing as the other character.
    • Even optional scenes aren't immune. To access this game's Tuna Scene, you have to choose to stand on a box while examining the basement when playing as Kokoro, which causes the box to crumple. Then, when playing as Satoru, choose sledding over playing basketball. If the box isn't crumpled, it defaults to basketball, but if it is, the crumpled box reveals a large tuna-shaped sled behind it. This level of counter-intuitive choice is also a pretty good vertical slice of how to unlock the endings, too.
  • Half-Identical Twins: Yomogi and Utsumi's twins. Surprising, considering how other games in the series avoid this trope.
  • Insanity Defense: Due to having Dissociative Identity Disorder, Keiko Inubushi was merely sent to SPHIA instead of being jailed.
  • Inspired by…: The event that sets the first part in motion may have been inspired by the Japan Airlines Flight 123 disaster, in which a 747 crashed into a mountain after losing control, leaving only four survivors out of the 524 passengers and crew on board.
  • Interface Screw: Some of the ending descriptions in the game's own ending list are misleading. For example, one ending is described as the "Poisoned Food Ending", when Satoru died after consuming food at SPHIA, but later endings and scenes reveal the food isn't poisoned - Satoru died when eating it because it has a fatal reaction with a drug he's taking.
  • Ironic Nursery Tune: Keiko frequently sings Kagome, Kagome, a song used in a Japanese children's game of the same name.
  • I Will Find You: In the past, Mayuzumi and Satoru had a conversation that pretty much boiled down to this and was referred to a few times during the game. The timeline shows that the transfers were initially set up as a gambit by Satoru (with Enomoto's and Yuni's help) to save Mayuzumi in particular, as well as everyone else, from dying on the mountain, making the entire game a quasi-amnesiac extension of this.
  • Laughing Mad: Kokoro in the Location X Avalanche End.
  • Lost in Transmission: When the cabin group manages to get a call through a mobile 'phone but the rescue group is unable to hear them due to solar wind interference.
  • Luxury Prison Suite: While it wasn't necessarily built with the intent to be used as a prison, SPHIA ends up being this to Keiko Inubushi.
  • Madness Mantra: Yomogi in Bad Ending #8: "I won't let anyone die any more."
    • Mayuzumi gets one too in one bad ending — "Sorry."
  • The Man Behind the Curtain: Naoya Enomoto, an unusually creepy example.
  • Man, I Feel Like a Woman: Both Kokoro and Satoru have moments where they try to peek at or grope themselves near the beginning of the exchanges. It's used for comic relief and not Fanservice, as neither one is particularly pleased at the situation (Kokoro faints dead-away, and Satoru gets angry at... something upon confirming that they are in the body of the opposite gender).
  • May–December Romance: Yomogi and Utsumi; the Tips reveal that, despite outward appearances, he's nine years older than her.
  • Meaningful Name: The original Roman alphabet spelling of Yuni was "Uni" — he's the one character who exists in both 2011 and 2012. His last name, Kusuda, also comes from his archetype — pronounced in Japanese, it's "To-ri-KU-SU-TA".
    • Seiji Yomogi's name is composed of two words - "Seiji", which is the Japanese pronouciation for "sage", and "(yama)yomogi", the Japanese word for "mountain mugwort".
    • Kali's name comes from "Mahakali" — a Hindu goddess who is considered in the religion to be the aspect of Kali that represents the "Divine Mother".
    • Hotori Suzukage: Her name comes from "kage", or shadow, which is Keiko Inubushi's archetype, as she "shadows" Inubushi.
    • Kokoro's and Satoru's names are also meaningful. Satoru goes into a very in-depth explanation near the end of the game, but even on the surface, Kokoro (meaning "heart") and Satoru (meaning "enlightenment/wisdom") serve as good shorthand for their respective ways of thinking.
      • SPHIA, the faculty that Satoru is stuck in, is pronounced suspiciously like Sophia; which is Greek for wisdom.
  • MegaCorp: The TIPS reveal that Enomoto is working for Leiblich Pharmaceutical
  • Mercy Kill: Hotori's justification for killing a sick rat. Theorized to have been a possible motivation (or justification) behind Keiko Inubushi's killing spree at the hospital.
  • The Mind Is a Plaything of the Body: When Kokoro and Satoru are in each other's bodies, they adopt the standard poses (that is to say, sprites) of the body they are in. E.g. Kokoro's hands nervously raised in front of her chin.
  • Mind Screw: Unlike its predecessor, you have to bring your own Mind Screwdriver to this one. These two websites are good places to find one.
  • Mr. Exposition: This is essentially Enomoto's role.
  • Obfuscating Stupidity:
    • Yuni (at the cabin) is actually the Yuni from 2012 and already knows what's going on between Kokoro and Satoru, and also everything that is going to happen in the cabin, but pretends he don't.
    • The "Hitomi" from Satoru's story is actually Keiko pretending to be her.
  • Oh, Crap!: Kokoro and Satoru in the ending when they realize Keiko is in control of her body. Holding Yomogi and Utsumi's twin daughter at the edge of a cliff.
  • One Degree of Separation: Everybody has at least one connection to a person at the other location.
    • The Tips reveal that many also share birthdays.
  • Pet the Dog: Mayuzumi's flashback scenes with Satoru and Kokoro-pretending-to-be-Satoru.
  • Poor Communication Kills: Many of the bad ends towards the end of Kokoro's path result in people dying because Kokoro doesn't bother to explain why they should or shouldn't do something before running off.
  • Red Filter of Doom: This is used in at least one of the bad endings where Mayuzumi kills the other survivors, presumably due to the blood involved.
  • Red Oni, Blue Oni: Kokoro is reasonably smart and well-educated but also friendly, passionate when arguing, and has a tendency to jump to (often wrong) conclusions about things. Meanwhile, Satoru is a student of the natural sciences who tends to analyze everything with scientific methodology (but he is not cold—he can also be quite passionate when the situation calls for it). The colors are also made explicit in the Title Sequence: The two are seen passing by each other, where their whole bodies are tinted their respective colors. In another instance Kokoro is seen turning into Satoru; their eyes flash first red then blue. The OP's further allusion to "red, blue, and something in-between" is another hint to the threes all over the game, and to Self.
  • Rescue Romance: According to the Drama CDs, Yomogi and Utsumi's relationship is a result of this.
  • Sanity Slippage: Happens to the whole cast at some point or another, but especially prevalent in Kokoro's bad endings.
  • Self-Fulfilling Prophecy: Kokoro reads the newspaper from the future that says that she and her companions will be killed 1 km east of the cabin, and concludes that they must have gone there in the "original" timeline to pick up emergency supplies. She concludes that the presence of the newspaper would cause her to reach the conclusion earlier, thus allowing her to pick up the supplies before the avalanche. This results in the group being in the path of the avalanche when it occurs
  • Serial Killer: Keiko Inubushi (although she technically is a spree killer)
  • Sherlock Scan: Yuni does this to Kokoro on the plane.
  • Shown Their Work: BIG time. Hell, one of the main reason the TIPS section exists is for the writers to say, "Yes, we did the research, see?"
  • Significant Birth Date: The characters from the shelter cabin shares their birthdays with the characters in SPHIA:
    • Kokoro and Satoru were born on February 22;
    • Seiji and Kali were born on September 16;
    • Lin and Keiko were born on April 30.
  • Skyward Scream: Played for Laughs; when Satoru (in Kokoro's body) realizes that something that should be there isn't, he lets out one.
  • The Smart Guy: Satoru. In his past, he verges into quasi-Mad Scientist territory.
  • Snow Means Death: Too many Bad Endings to count.
  • The Speechless: Keiko Inubushi but only the personality that controls her when Kokoro is at SPHIA
    • The TIPS reveal that this is a combination of the shock Hotori is experiencing from the aftermath of the plane crash and her naturally shy personality.
    • Hotori actually gets better by the end of Satoru's route, only to lose her speech again after getting caught in the avalanche.
  • Spell My Name With An S: The romaji from the japanese version of the game spell the main heroine's name "Cocoro", while the translation patch uses the more common "Kokoro".
    • Not to mention Yuni, whose name was written in the original OP movie as Uni.
  • Split Personality:
    • Keiko Inubushi. Kokoro and Satoru use this as an explanation for their personality transfers (which isn't necessarily a lie, but isn't the entire truth)
    • Sayaka, Satoru's twin sister, also had DID, and one of her personalities murdered her parents.
  • Stable Time Loop: All attempts to avert the cabin residents being killed in the avalanche result in them being killed, or somebody else taking their place. Except the true ending, where they are saved.
  • Spoiler Opening: the opening for the PSP version. Blink and you'll miss them, but a few characters you're not even supposed to know exist until the final quarter of the game appear.
    • The same applies to the PC version opening, though said characters flash by so fast that most people barely notice them on their first time.
  • The Straight Man: Satoru.
  • Stepford Smiler: Utsumi.
  • Team Dad/Team Mom: Yomogi and Utsumi, respectively, each in a different location. Unsurprisingly, they're married.
  • Teen Pregnancy: As revealed by the tips, Utsumi, who going by the timeline had Junichi when she was fourteen. One of the Drama CDs elaborates on this; Junichi was an accident from the time Utsumi was raped by unnamed Japanese tourist two years before her marriage with Youmogi.
  • Temporal Paradox: What appears to happen in any Bad Ending that doesn't kill Satoru either directly or indirectly and Kokoro's Bad Ending corresponding to Apoptosis, causing the events from Kokoro's point of view to be Retconed into a Dying Dream.
  • Third-Act Misunderstanding: Mayuzumi taking the rations that everyone else has pooled together as just Yomogi's rations and assuming that he was holding out food on her.
  • Third Act Stupidity: Once you recover from the Third-Act Misunderstanding, if Kokoro guards the remaining rations, she finds after another switch that the she's somehow eaten the rations and thinks that Satoru ate them in an act of stupidity. When you see that switch from Satoru's point of view, he's already found the rations to be gone and assumes that Kokoro ate them. Like most of the inexplicable occurences, this is actually to be blamed on one of Utsumi's twins (the male twin, specifically), who got into Kokoro's body before Satoru, and not knowing any better, gobbled them up.
  • Timeline-Altering MacGuffin: The newspaper from July, 2011.
  • Tomato in the Mirror/Tomato Surprise: As revealed in the tips, the one who's responsible for everything that's going on is Satoru. Seriously.
    • Bad Ending #28 also reveals that the character we really thought was Satoru all along was actually Enomoto, and that the two switched bodies before 2012.
  • Trauma-Induced Amnesia: Satoru, probably? This is part of the Mind Screw.
    • Judging from hints given throughout the game, it seems likely that the Satoru the player plays as (I) is in fact Self, and therefore he has no memories, apart from what they've learned from Kokoro's route about him. Furthermore, Satoru's original personality (I) has left his body, thereby taking all his memories.
  • Tsundere: Mayuzumi, for Satoru. Has harsh mode (Tsun) as her default.
  • Two Lines, No Waiting: Played straight up until the plane crash. Afterward, there are two plots running simultaneously, but they're both being observed by a single viewpoint character as they switch between bodies
  • Very False Advertising: The bottom of the can of hard tack reads "This is very delicious emergency rations". They are not.
  • Voices Are Mental: While Kokoro and Satoru's lines are generally voiced by their respective actors regardless of body, this is purely for reader convenience; other characters distinguish between the two by pitch, implicitly stating each body keeps its voice. This is demonstrated when Kokoro listens to messages from Satoru on her recorder; the voice in the recording is still Kokoro's, only with a deeper pitch.
    • In Bad Ending #28, Original!Satoru in his own body (Enomoto's by 2012) is still voiced by Takehito Koyasu, while Enomoto in his own body (Satoru's by 2012) is still voiced by Shunsaku Nishigaki. Whether this is also for the convenience of the reader or not is unknown.
  • Volleying Insults: Between Yuni and Lin. Which is not surprising, given Lin's determination to walk over corpses, including children's, for the sake of reuniting with her lover.
  • What Year Is This?: Satoru asks this to confirm that the personality-swap is also accompanied by a time-jump.
  • Walking Spoiler: This game has enough of these that the Character Sheet has a separate folder for them.
  • Wham Episode: The "Apoptosis" bad ending is one long chain of reveals, concluding with Satoru being killed by his past self...who reveals himself to be 2011!Enomoto while doing so.
  • Wham Line: The last line of the game:
    Mayuzumi: You're not... the Yukidoh Satoru I knew...
    • In a similar vein, one of the last lines of "Apoptosis" bad end:
      Past!"Satoru": Don't you agree?... YUKIDOH?
  • White Void Room: The Hotarubi Mine transfer point room. Justified as it was specifically designed this way so that no one inside could tell where they were.
  • Wild Mass Guessing: Practically required in order to understand the game.
  • Womb Level: The "red dreams" that the body-swapping characters have between transfers literally take place inside Utsumi's womb, before she gave birth to the twins.
  • You Can't Fight Fate: Many of Kokoro's bad endings come from trying to avoid being killed in the January 17th avalanche, and getting killed by their actions to avoid them.
  • You Monster!: At the beginning of the game, Kokoro mentions that she can't see Keiko as human due to what she's done in the past.