Ludography
70/100
Players7 ratings
62/100
Metacritic5 critic reviews
Player reviews
66% positive69 reviews
Steam Deck
Playable
Runs on
Windows
Price
US$19.99

Where to get it

Infinity Cure cover

2000 · Expanded edition · Adventure · Science

Infinity Cure

Timed Sega exclusiveExpanded edition

Never7: The End of Infinity is the first title in the Infinity series, and is followed by Ever17: The Out of Infinity, Remembe 11: The Age of Infinity, 12Riven: The Psi-Climinal of Integral, and Code_18.

Released
21 December 2000
Platforms
AndroidDreamcastNeo Geo PocketPlayStation 2PlayStation PortableWindowsiOSmacOS
Genres
AdventureScienceVisual novel
Developers
—
Publishers
—
Series
Infinity
Modes
Single-player
Perspective
Text
Themes
Science fictionComedyDramaMysteryRomance
Country
Japan
Age ratings
PEGI 12ESRB TCERO C
Languages
Chinese (Traditional), English, Japanese
Time to beat
15hmain story28hcompletionist
Composers
Takeshi Abo

About

Never 7: The End of Infinity is a visual novel video game developed by KID. It was originally published by KID on March 23, 2000, for the PlayStation as Infinity, and has since been released on multiple platforms. It is the first entry in the Infinity series, and is followed by Ever 17, Remember 11, the spin-off 12Riven, and the reboot Code_18.

The story follows Makoto Ishihara, a college student who attends a seminar camp on an island together with three other students; he also befriends three other people whom he meets on the island. The game takes place over the course of a week, and consists of the player reading the story, occasionally making choices that affect the direction of the plot; on the sixth day, one of the characters dies, and the game moves back in time to the beginning, letting the player use knowledge from the first set of six days to make new choices, to try to prevent the death.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

Never 7 is a visual novel in which the player reads the story, and presses a button to advance through the text. At certain points, the player gets to make choices which affect the direction the plot proceeds in; these involve choosing what location to move to, and what the player character should say, as well as subtler choices such as whether to look a girl in the eyes or to take her hand. The game is presented from a first-person perspective, with pre-rendered backgrounds and 2D character portraits accompanying the text. The visuals mostly consist of still images, but with characters often changing their expression while talking.

After six days have passed in the game's story, the game moves back in time to the beginning, allowing the player to make new choices based on the knowledge they have gained through the first six days to try to prevent certain events. Depending on the choices the player makes, the game either ends on a "bad ending" on the sixth day, or continues into a "good ending" on the seventh day. After finishing the game, a picture gallery and a music test are made available in an omake mode. When replaying parts of the game, the player is able to use a fast forward function to move past sections of text that they have already read. The game also includes an "Append Story" mode in which the player can play new scenarios that are downloaded from the developer's website.

Story

Never 7 takes place in the week of April 1–7, 2019. Makoto Ishihara, the player character, is a college student and truant who rarely attends his classes. As a result, he is forced to attend a seminar camp held on a remote island in to be allowed to pass to his next grade. Three other students are at the camp: Yuka Kawashima, the leader of the group; Haruka Higuchi, a studious and quiet girl; and Okuhiko Iida, a wealthy playboy who is the heir of the Iida Financial Group.

Makoto also meets three girls unrelated to the seminar camp: the wealthy Saki Asakura; and sisters Kurumi and Izumi Morino, who are temporarily running the café Lunabeach on the island. The seven are stuck on the island for a week due to a tropical cyclone preventing boats from leaving, and become friends.

Development

The game was directed by Takumi Nakazawa, while Kotaro Uchikoshi was the planner and scenario writer. Development began immediately after Uchikoshi's first visual novel, Memories Off, was finished. He was unable to make heavy use of science fiction themes in Never 7, as his superiors at KID told him that the game needed to include cute girl characters in order to sell; he kept science fiction themes light, and the game was designed with a focus on dating game elements, with the main focus being to develop a relationship with a girl. The Dreamcast version includes new scenarios not available in the PlayStation version.

The development team depicted reality in the world of Never 7 as subjective and relative rather than absolute. As such, for each route, that route's history is the only one Makoto knows and the only one that is real to him; the Curé syndrome only exists to him in the routes where it is mentioned. The bells were used as symbols for reality being relative, and were described by the development team as "vague existences", saying that one cannot know if they exist or not. In the bad ending to Izumi's route, the bells, which "should be fictional" remain while something that should exist disappears; this was a metaphor for the idea that delusions become reality while reality becomes a delusion.

Reception

In reviews around the time of the game's release, reviewers appreciated the science fiction themes of the game. Neal Chandran at RPGFan called the plot excellent, and appreciated how the game's story is a "personal, character-driven, emotive, human tale based around gentle romance" rather than an apocalyptic "beat-the-bad-guy kind of story". He also liked how the game's interactivity is on a more personal scope than in adventure games and role-playing games he had played. He found the game's pacing and writing quality to be good, and liked the music, finding it to complement the mood of the game well.

While he thought the game's graphics were not "anything special", he was impressed by the character designs, especially that of the character Haruka. A writer at Famitsu, however, called the game's mood boring from start to end in their review of the PlayStation version. Reviewing the Dreamcast version, Famitsu DC Dreamcast's three reviews praised the high resolution graphics and its twists that could only be done in these types of games. While one reviewer found the story a bit long-winded, another founds its tempo good and appreciated that scenarios could be downloaded from the internet.

Releases by platformdates and regions as published

PlatformReleasedRegions
Dreamcast21 December 2000Japan
Windows26 October 2001Japan
PlayStation 226 June 2003Japan
macOS3 March 2005Japan
PlayStation Portable12 March 2009Japan
Android28 August 2012Japan
iOS24 October 2012Japan

Editions and related releases

Included in
Infinity Plus
Part of
Infinity
Remastered as
Never 7: The End of Infinity
Expanded edition of
Infinity
Built on it
Never 7: The End of Infinity

In the same series

Games like this

Collections1 collection

Platform libraries

Description adapted from its source, CC BY-SA 4.0.