So, you’re staring at the character creator in Class of '09. It’s a mess. Not a technical mess, but an emotional one. You have to pick a "background" for Nicole, and honestly, every single choice feels like a different flavor of disaster. If you've played the Re-Up or the original visual novel, you know the vibes are immaculate but also deeply disturbing. These aren't just cosmetic choices. They change how the world treats you, and more importantly, how much of a "sociopath" Nicole actually becomes.
What Class of 09 Backgrounds Actually Do to the Story
Choosing a background in this game isn't like picking a class in Skyrim. You aren't getting +5 to two-handed weapons. Instead, you’re basically picking which specific trauma Nicole is bringing into the classroom that day. It’s dark. It’s funny in a "I should probably talk to a therapist about why I'm laughing" sort of way.
The developer, SBN3, didn't design these to be balanced. Some backgrounds make the game significantly harder to navigate if you're trying to reach specific endings. Take the "Suicidal" background, for example. It sounds grim because it is. It colors every interaction with a layer of nihilism that even the "Normal" Nicole doesn't usually reach. It opens up dialogue paths that feel like a fast track to the game’s more depressing endings.
Then you’ve got the more "functional" backgrounds. Or at least, as functional as this game gets. The "Standard" or default setting is basically Nicole at her baseline—cynical, bored, and ready to tear down anyone with a pulse. But if you start messing with the more niche options, the internal logic of the school changes. Teachers react differently. The creepy guys (and there are so many of them) might change their approach based on the "vibe" Nicole is putting out.
The Role of Choice in an Anti-Visual Novel
Most visual novels want you to fall in love. Class of '09 wants you to survive or, failing that, burn the whole place down. The backgrounds are the matches.
The community often debates which background provides the "canon" experience. Honestly? There isn't one. The game is a mosaic of mid-2000s misery. If you pick the "Drug Addict" background, the game leans heavily into the absurdity of the era’s drug culture and the absolute failure of the school system to handle it. It turns Nicole’s journey into a cynical satire of DARE presentations and after-school specials. It’s not just about the stats; it’s about the prose. SBN3’s writing style is punchy and aggressive, and the backgrounds act as a filter for that aggression.
The Specifics of the Re-Up Backgrounds
When the Re-Up dropped, people expected more of the same, but the background system got a bit more nuanced. You started seeing how these choices layered over the new routes. One thing a lot of players get wrong is thinking that the backgrounds just unlock "hidden" scenes. It’s more subtle than that. They change the weight of certain decisions.
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A choice that might seem harmless under a "Normal" background could lead to a total meltdown if you've selected something more volatile. It’s about the character's internal state. Nicole is already a highly reactive protagonist. When you add a specific background to that mix, you’re essentially adjusting the sensitivity of her "bullsh*t detector."
Why the 2000s Aesthetic Matters Here
You can't talk about Class of '09 backgrounds without talking about the setting. 2007 to 2009. Flip phones. Low-rise jeans. Terrible internet forum culture. The backgrounds are rooted in this specific timeline. The "Gamer" background isn't just a nod to hobbyists; it’s a reference to the specific, often toxic, gaming culture of the late 2000s. It changes how Nicole views social hierarchies.
It’s meta. It’s weird.
If you grew up in that era, these backgrounds hit differently. They feel like archetypes of people you actually knew in high school. The girl who was way too into experimental "medicine," the guy who thought he was a philosopher because he watched The Matrix, and the teachers who were just one bad day away from a felony. The backgrounds slot Nicole into these dynamics in ways that feel disturbingly organic.
Navigating the Impact on Gameplay
If you're looking for a "best" background, you're playing the wrong game. But if you want to see everything, you have to rotate.
- The Default Path: Good for your first run to see the baseline writing.
- High Volatility: Use backgrounds like "Suicidal" or "Drug Addict" when you want to see the darker, more satirical endings.
- The Meta Path: Looking for specific achievements? Some are practically locked behind background choices because you need the specific dialogue prompts they provide.
The game is a "rejection simulator." Your background determines what you're rejecting. Are you rejecting the social order? Your own health? The very concept of a high school education? It’s all on the table.
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The Voice Acting Factor
One thing that makes these backgrounds feel real is the voice acting. Deleterious or not, the delivery of the lines changes based on the context of the background. Elsie Lovelock’s performance as Nicole is legendary for a reason. She manages to make the same line of dialogue sound different depending on the internal "background" context.
When you pick a background that implies a more detached Nicole, the dry wit feels even sharper. When the background is more "involved" or "chaotic," the delivery feels more frantic. It’s a masterclass in how to use a limited budget to create a massive amount of atmospheric depth. This isn't a AAA game with branching motion capture, but the feeling of branching is there because the writing and acting are so tightly synced with those initial character choices.
Misconceptions About Background Unlocks
A common myth in the Steam forums is that you can unlock a "secret" happy ending by picking the right background combo.
Stop. Just stop.
There are no happy endings in Class of '09. There are "less bad" endings and "truly horrific" endings. The backgrounds are just different lenses to view the car crash. Some players think the "Rich" background (if available in certain mods or iterations) makes things easier. It doesn't. It just makes the people around you more predatory. That’s the core philosophy of the game: no matter what your background is, the environment is the enemy.
How to Use Backgrounds to Hunt Endings
If you’re trying to 100% the game, you need to treat the backgrounds like keys.
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- Start with a "Standard" run to map out the major choices.
- Switch to a "Chaotic" background to see where the dialogue splits.
- Note the specific NPCs that react to your status.
- Rinse and repeat.
The game is short for a reason. It’s meant to be played dozens of times. Each background choice adds a layer of replayability that keeps the "mean girl" dialogue from getting stale. You’re not just reading a story; you’re conducting an experiment in social destruction.
Realism and the "Class of 09" Experience
While the game is a comedy, the backgrounds touch on some heavy stuff. Mental health, substance abuse, and systemic neglect are the pillars here. The "backgrounds" aren't just gameplay mechanics; they're a critique of how schools categorize "problem students."
Nicole is a "problem student" regardless of what you pick. The background just determines which folder the principal puts her in. It’s a cynical take, but for many who went through the US public school system in the late 2000s, it rings incredibly true. The lack of nuance in the school’s "background" system reflects the lack of nuance in real-world disciplinary systems.
Expert Insight: Why This Works
Game design experts often talk about "ludo-narrative harmony"—the idea that gameplay and story should work together. Class of '09 achieves this by making the gameplay (choosing backgrounds and dialogue) as abrasive as the story itself. You aren't "winning." You're just participating.
The backgrounds matter because they force you to engage with Nicole's past before you even start her future. They provide context for her bite. Without them, she’s just a mean girl. With them, she’s a product of her environment. It’s a subtle distinction that elevates the game from a shock-value visual novel to a genuine piece of social satire.
Actionable Steps for Your Next Playthrough
If you want to get the most out of your next run, stop picking the same options.
- Audit your endings. Look at your gallery. If you’re missing the bottom row, it’s likely because you haven't experimented with the more "extreme" backgrounds.
- Read the flavor text. The descriptions for the backgrounds are just as funny (and bleak) as the game itself. Don't skip them.
- Watch the NPC reactions. Pay close attention to characters like Jeannie or Ari. Their tolerance for Nicole’s behavior fluctuates based on the background you’ve chosen.
- Combine choices. Remember that the background is only the starting point. The real magic happens when you pair a specific background with the most "out of character" dialogue choices possible.
The Class of '09 backgrounds are the foundation of the entire experience. They set the tone, define the stakes, and ensure that every time you step back into that hallway, you're in for a brand new nightmare. Stick to the chaotic ones. They’re more honest.