Umineko No Naku Koro Ni

Umineko no Naku Koro ni takes place primarily in the year 1986, during the time frame of October 4 and October 5 on a small secluded island named Rokkenjima ( 六軒島) 10 km around owned and lived on by Kinzo, the head of the wealthy Ushiromiya[ 4] family.[ 4] Kinzo is near death, and eight of his family members arrive on the island for the annual family conference, where the adults family. Kinzo is near death, and eight of his family members arrive on the island for the annual family conference, where the adults plan to discuss how Kinzo's Kinzo's servants, and his personal physician. After the eight family members arrive, a typhoon traps them on the island, and shortly after, strange things start to happen and people start dying.



The main character of the story is Battler Ushiromiya, son of Kinzo's second son Rudolf. Battler has not been to the annual Ushiromiya conference in six years due to living with his maternal grandparents ever since his mother Asumu died, and even took his mother's maiden name instead of Ushiromiya. When his grandparents died, he went back to living with his father, his second wife Kyrie, and their daughter Ange, his half-sister. Once on the island, Battler once again becomes acquainted with the legend of the golden witch Beatrice who supposedly lives in the naturally dense forest on Rokkenjima. A portrait of her lies in the entrance hall of the Ushiromiya family mansion, and a puzzling the Ushiromiya family mansion, and a puzzling epitaph is written below the portrait. Rumor has it on the island that Beatrice gave ten tons of gold to Kinzo in the past to restart the Ushiromiya family after being crippled in the 1923 Great Kantō earthquake. It is said that whoever solves the riddle of the witch's epitaph will receive the gold and be the next successor to the Ushiromiya family.



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 ogic 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.



Story arcs
Umineko no Naku Koro ni The Umineko no Naku Koro ni ( うみねこのなく頃に, lit. When the Seagulls Cry) games are the first four games in the series which are meant to give the player a sense of the world where the story takes place and introduce the mysterious circumstances surrounding Rokkenjima and the legend of the Golden Witch. Each arc in this series contains all the previous arcs.

Episode 1: Legend of the Golden Witch This chapter introduces the player to the main setting of Umineko no Naku Koro ni as the Ushiromiya family gather on the sland of Rokkenjima for their annual family conference. The player is familiarized with the island's 18 residents (consisting of the Ushiromiya family and servants) as well as the legend of the Golden Witch, Beatrice, who is implied to exist on the island as a 19th resident and murder the other residents in mysterious ways. The story is narrated mainly by Battler and presents the series' first "bad end", with all the residents either killed or labeled as "missing".

Episode 2: Turn of the Golden Witch Following the events of the first chapter, this chapter features the first battle between Battler and Beatrice as they oversee the events on Rokkenjima from the "meta-world". The family conference occurs as usual, only this time Beatrice exists on the sland as its 19th resident, introducing multiple magical elements to the story. Other major themes involve the relationships between George and Shannon, Jessica and Kanon, and Maria and Rosa. This chapter is told from the perspective of multiple characters, including an omniscient narrator.



Episode 3: Banquet of the Golden Witch Unlike the first two chapters, this chapter features the residents attempting to solve the riddle of Beatrice's epitaph rather than determine the true identity of the murderer. Eva succeeds in this task, but is shown to continue carrying out the murders as the new "Beatrice". Meanwhile, in the meta-world, Beatrice is assisted by her demon servants, while Battler finds a mysterious new ally of his own. This chapter sheds more light on Eva and Beatrice's pasts, and is the first to feature one of the island's residents surviving the murders

Episode 4: Alliance of the Golden Witch This chapter features Battler's sister Ange and her life twelve years after the murders on Rokkenjima. The story constantly shifts focus between 1986 (the time of the murders) and 1998 (Ange's time period), shedding more background information on the characters and light on the methods behind the murders. This chapter heavily implies the existence of magic and puts al of the theories Battler formulates against Beatrice thus far to the test.



Umineko no Naku Koro ni Chiru The Umineko no Naku Koro ni Chiru ( うみねこのなく頃に散, lit. When the Seagulls Cry Breakdown) games tell the second half of the story and start to delve into the core of the mystery. These games are not simply solutions to the first four arcs, but also continue the story, shifting it into new terrain. However, as the core of the series is approached, several clues to the first four arcs are revealed along the way. Each arc in this series contains all of the previous Chiru arcs.

Episode 5: End of the Golden Witch A new perspective on the mystery of the Golden Witch is presented in this chapter, with the witches Bernkastel and Lambdadelta playing a more prominent role. The main characters of this story are Kinzo, Natsuhi, and a new character, Erika, who approaches the murders from a "mystery" perspective, unlike Battler who had taken an "anti-fantasy" stance. This time the game is suspended before its conclusion, so the fate of most people on the island is unknown

Episode 6: Dawn of the Golden Witch Following the events of the previous game with the introduction of a new Game Master, this chapter does not delve into the solution of Beatrice's game so much as it displays the Game Master's understanding of it, though it does provide important clues linked to the main suspects. George, Jessica, Shannon, and Kanon play a prominent role in the story, as does a childlike reborn Beatrice who struggles to regain her former personality for Battler's sake. Again, the game is suspended before its conclusion.



Episode 7: Requiem of the Golden Witch This chapter presents an alternate reality where Battler does not come to Rokkenjima, the Golden Witch does not exist, and the mystery child from nineteen years ago becomes the heir of the Ushiromiya family. This story is told through the perspective of two new characters: Willard H. Wright, who uncovers several truths behind the legend of the Golden Witch ncluding Beatrice's true identity; and Lion Ushiromiya, whose existence holds the source of everything presented thus far While no deaths occur in the game itself, the Tea Party features a scenario showing how the murders may have played out from a non-magical standpoint.

Episode 8: Twilight of the Golden Witch In an attempt to uncover the heart of the mystery, this chapter features a scenario where Ange is present with her family at the 1986 conference. Unlike the previous chapters, this game has features that require direct interaction from the player ncluding the solution to the mystery presented in the game, quizzes that unlock extra scenes as rewards, and the choice between interpreting the events of the series as magic or a trick, leading to two different endings.


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