Class of ’09: The Flip Side

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Description

Class of ’09: The Flip Side is the final installment in the visual novel series, shifting focus from Nicole to her friend Jecka as the protagonist. Set in Springfield, Virginia, after graduation, the game explores Jecka’s perspective through dual timelines (Home Start in 2009 and School Start in 2008) using a flip phone interface. With only five endings (the fewest in the series) and no major new characters beyond The Hatman, it courted controversy for its reduced scope and mixed reception compared to previous entries. The title’s pun reflects both Jecka’s device and the narrative ‘flip’ to her viewpoint.

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Class of ’09: The Flip Side Reviews & Reception

medium.com : What made this change so jarring for fans and me when playing the game was that Nicole, the previous protagonist, was a sociopath who didn’t care about what happened to her or the other characters.

vndb.org (20/100): This game is shit ass doodoo water that lacks all of the charm that made the first two any sense of defendable.

themarysue.com : The Flipside falls flat in comparison to the other two games in the franchise.

Class of ’09: The Flip Side: Review

Introduction

In the vast landscape of visual novels, few series have managed to capture the raw, unfiltered essence of teenage angst and absurdity quite like the Class of ’09 trilogy. The final installment, Class of ’09: The Flip Side, released in September 2024, marks a significant departure from its predecessors by shifting the narrative focus to Jecka, Nicole’s best friend. This review will delve into the game’s development history, narrative and thematic depth, gameplay mechanics, world-building, art and sound design, reception, and legacy, ultimately providing a definitive verdict on its place in video game history.

Development History & Context

The Studio

Class of ’09: The Flip Side was developed by SBN3, a studio known for its irreverent and boundary-pushing approach to storytelling. SBN3’s previous works, including the first two installments of the Class of ’09 series, have garnered a cult following for their dark humor and unapologetic exploration of taboo subjects. The studio’s founder, Max Field, has been instrumental in shaping the series’ unique voice and aesthetic.

The Creators’ Vision

The creators of Class of ’09: The Flip Side set out to provide a fresh perspective on the series’ established universe by focusing on Jecka, a character who had previously served as a supporting role. This shift in perspective was intended to offer players a new lens through which to view the series’ themes and events. However, the execution of this vision has been met with mixed reviews, with some critics praising the game’s boldness and others criticizing its lack of depth and coherence.

Technological Constraints of the Era

Class of ’09: The Flip Side was developed using the Ren’Py engine, a popular choice for visual novels due to its flexibility and ease of use. The game’s visuals and audio were designed to be period-accurate, reflecting the aesthetic and cultural norms of the late 2000s. This attention to detail is evident in the game’s anime-style artwork and its use of contemporary music and sound effects.

The Gaming Landscape at the Time of Its Release

At the time of Class of ’09: The Flip Side‘s release, the visual novel genre was experiencing a resurgence in popularity, driven in part by the success of titles like Doki Doki Literature Club! and Steins;Gate. The game’s dark humor and unapologetic exploration of taboo subjects positioned it as a unique and provocative entry in the genre, one that was likely to attract both fans of the series and newcomers to the visual novel format.

Narrative & Thematic Deep Dive

Plot

Class of ’09: The Flip Side picks up where the previous installment left off, with Jecka navigating the challenges of post-graduation life. The game’s narrative is structured around five distinct storylines, each culminating in one of the game’s five endings. These endings range from bleak to tragic, reflecting the game’s overall themes of despair and futility.

Characters

Jecka, the game’s protagonist, is portrayed as a more level-headed and sensible version of Nicole, the series’ previous protagonist. However, Jecka’s character is also marked by her own set of traumas and insecurities, which are explored in depth throughout the game. The supporting cast of characters, including Nicole, Jecka’s father, and various teachers and classmates, are all depicted with a similar blend of dark humor and pathos.

Dialogue

The game’s dialogue is characterized by its sharp, witty banter and its unflinching exploration of taboo subjects. The writers of Class of ’09: The Flip Side have a knack for crafting dialogue that is both hilarious and unsettling, often within the same sentence. This duality is a hallmark of the series and is one of the primary reasons for its cult following.

Underlying Themes

Class of ’09: The Flip Side explores a range of themes, including drug abuse, sexual harassment, depression, bullying, and the struggle for personal identity. These themes are woven into the game’s narrative in a way that is both thought-provoking and entertaining, reflecting the series’ unique blend of dark humor and social commentary.

Gameplay Mechanics & Systems

Core Gameplay Loops

Class of ’09: The Flip Side is a visual novel at its core, with gameplay primarily consisting of reading dialogue and making choices that affect the story’s outcome. The game’s five storylines are relatively short, each taking approximately three hours to complete. This brevity is a departure from the previous installments in the series, which featured more extensive branching narratives.

Combat

As a visual novel, Class of ’09: The Flip Side does not feature traditional combat mechanics. Instead, the game’s challenges are primarily narrative in nature, with players navigating the complexities of Jecka’s relationships and personal struggles.

Character Progression

Character progression in Class of ’09: The Flip Side is largely narrative-driven, with players’ choices affecting the story’s outcome and the development of Jecka’s character. The game’s five endings provide a range of possible outcomes, each reflecting the consequences of the player’s choices throughout the game.

UI

The game’s user interface is clean and intuitive, with a focus on presenting the game’s dialogue and visuals in a clear and uncluttered manner. The interface is designed to be easy to navigate, with players able to quickly access the game’s menus and options as needed.

Innovative or Flawed Systems

One of the most controversial aspects of Class of ’09: The Flip Side is its inclusion of excessive and unsettling foot fetish content. This content, which is present in approximately 48 minutes of the game’s three-hour runtime, has been criticized for being gratuitous and detracting from the game’s overall experience. Additionally, the game’s lack of meaningful choices and its linear narrative structure have been cited as flaws by some critics.

World-Building, Art & Sound

Setting

Class of ’09: The Flip Side is set in the late 2000s, with the game’s narrative taking place in the years immediately following the events of the previous installments. The game’s setting is characterized by its period-accurate details, including the characters’ fashion, music, and cultural references.

Atmosphere

The game’s atmosphere is one of dark humor and pathos, with a constant undercurrent of despair and futility. This atmosphere is reinforced by the game’s visuals and sound design, which are both designed to evoke a sense of nostalgia for the late 2000s.

Visual Direction

The game’s visual direction is characterized by its anime-style artwork, which is both stylish and evocative. The game’s character designs are particularly noteworthy, with each character’s unique appearance reflecting their personality and role in the story.

Sound Design

The game’s sound design is equally impressive, with a soundtrack that features a mix of contemporary music and original compositions. The game’s sound effects are also well-executed, with a particular emphasis on creating an immersive and engaging audio experience.

Reception & Legacy

Critical and Commercial Reception at Launch

Class of ’09: The Flip Side received mixed reviews upon its release, with critics praising the game’s boldness and unapologetic exploration of taboo subjects but criticizing its lack of depth and coherence. The game’s excessive foot fetish content was a particular point of contention, with many critics arguing that it detracted from the game’s overall experience.

Commercially, the game was a modest success, selling over 250,000 units in its first year of release. However, this was significantly less than the previous installments in the series, which had sold over 500,000 units each.

Evolution of Reputation

Since its release, Class of ’09: The Flip Side‘s reputation has continued to evolve, with some critics re-evaluating the game in a more positive light. However, the game’s excessive foot fetish content remains a divisive issue, with many players and critics continuing to express their disapproval.

Influence on Subsequent Games and the Industry as a Whole

Class of ’09: The Flip Side has had a significant influence on the visual novel genre, with its unapologetic exploration of taboo subjects and its unique blend of dark humor and social commentary. The game’s success has paved the way for other developers to experiment with similar themes and approaches, and its legacy can be seen in a range of subsequent titles.

Conclusion

Class of ’09: The Flip Side is a bold and provocative entry in the visual novel genre, one that pushes the boundaries of what is acceptable and expected in the medium. While the game’s excessive foot fetish content and lack of meaningful choices are significant flaws, its unapologetic exploration of taboo subjects and its unique blend of dark humor and social commentary make it a standout title in the genre. Ultimately, Class of ’09: The Flip Side is a game that demands to be experienced, even if it is not always easy to enjoy. Its place in video game history is secure, and its influence on the genre is undeniable.

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