Part 41: Extra 4

Even though we're done with the game, there are still some things to show in this final Extra update. Firstly, I haven't shown the main menu screen at any point during the LP properly- it changes over the course of the game. Initially, it just looks like this, with the person on the screen changing each time you leave/come back (cycling between the main eight):

However, once you've done the initial route (i.e. the Ending A that actually happened with the real humans), this begins to glitch out, which is a clue towards the truth of what's going on. There is, also, a hidden easter egg image that sometimes happens where the logo changes to this when it glitches:

...Which is also a clue. (I only caught the image itself because it was a pain in the ass to get cleanly) Finally, once the game has been beaten and you've gotten Ending S, the menu permanently changes to this:

The old version of the game did something similar (minus the characters) but when you get Ending S in that game, the 'continue' button breaks permanently, and the menu looks like this:



It looked a lot closer to a circuit board, which was probably considered too much of a hint (hence the change to make it resemble the metro station map in the remake).
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Here's the rest of the locations in the game compared to their old version:














In the old game, the puzzle for the pool section is different, but it's not really solveable through text form, so I left it out of the update- it required you to rotate lasers to form a shape- specifically, the cross of the Empty S that's visible on Smiley's robes.






No point in showing the Stars, since it's a completely black screen in the original.

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And here's a compilation of what the cast looked like in the original game.









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Lastly, there are a few small conversations we missed. The first one is on the dead end path for dark green, when we decided not to show Jasmine the message and instead would end up going to the science lab with Agnos. Last time, we talked to Jasmine; this is what the conversation is if we talk to Agnos.
BGM: Ambient Strain



The old man frowned a little, visibly trying to think about them. Was that genuine, or...? No, it was a little forced. He was definitely acting. The man knew more than he revealed, and his pause was telling me he was hiding something.









I glared at Jasmine; she gave him a way out! What was she thinking?!

I sighed, shrugging in a very obtuse fashion. The train was arriving anyway, so our discussion was cut short, and after this betrayal it only reinforced my feeling of distrust towards Jasmine. What was she thinking...?

BGM: Silence
-There will be a movie theater




I slapped my forehead at that revelation.




The sweat I felt starting to roll down my forehead dried up in a split second.






Thankfully, I was saved by the gong.
-There will be a bunch of toys




I tried to think of some point I could stand on to argue to the contrary, but the more I thought about it, the more she had a point.






BGM: Ambient Strain





If we wanted to go get the police, we couldn't trust anybody to do it for us, unless they worked in the force and none of us here were policemen, except for Ray, possibly. Then again, counting on Ray was like counting on a sack of potatoes. If it came down to it, we definitely should be focusing on leaving as our first priority.
And that's it! There's going to be one more update coming pretty much immediately after this one that just contains the in-game lexicon; every time you saw a word or phrase in a different color, that was because it was being added to the lexicon. Most of it is just further explorations about the themes already discussed, but there are some character/lore details only found in there.