Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The mystery labyrinths were kind of dull these games always rail road you with logic obviously but the presentation made it feel very rail roaded. The minigames suck and the reasoning death match sequences feel like they lack stakes especially compared to the class trials of danganronpa.
I was usually able to guess the culprit before the end of the labyrinth and I also figured out the twist before the reveal although only midway through the final chapter.
I didn't regret buying or playing it but its kind of forgettable.
Forgettable...Yes, I think that's the right term for this game. It's this kind of situation that makes me wish for the availability of a neutral review on Steam.
I really wanted more Danganronpa, but it looks like we're going to get games that are simply Alternate Universe Danganronpa in which they take the core formula from that series and apply it to a new universe with new atmospheres and new themes.
I like how immersive the game can feel. The characters aren't just static images (which was NEVER. A problem.) I like the combat style, which is a very interesting take on the debates from Danganronpa titles. The story hasn't been DAZZLING but it's definitely been interesting. I particularly like the design aspect of the game. The game uses very self aware design tropes to surprise veterans.
Look at the subtle similarities between the characters of previous games and this one, specifically the eyes of the first culprit. It's actually pretty amazing. I'm happy with my purchase, ESPECIALLY for 27 dollars.
You only get to know what the hell "Global Mystery" was about in the end of chapter 4,just because Number One didn't bother to elaborate until he got asked by Halara and then 10 minutes later Kurumi says "Yuma! There was this event where everyone in Kanai Ward woke up with missing memories and whole city was demolished but i didn't think this would be important in search for Kanai Ward's ultimate secret." .
I believe Kodaka should stick with writing visual novels.
True, but it still doesn't explain why the Global Mystery isn't addressed earlier. Plus I don't think an informant should whithhold something this big. You could make an argument by saying she's young and unexperienced but it's a flimsy excuse.
Another problem I have is that there are so much boring stuff you can't skip (walking simulator, deduction at the end). Plus, the mystery is not that difficult to guess at all. It screams at your face how it was unfolded. It's just pure annoying at that point when you figure everything out.
I don´t think i´ll play it again, and if i do, it would probably because of Shinigami. I like her a lot, she´s hot, funny and probably the best character.
Even so, i´d like to see more so i´d gladly buy a sequel if it´s ever made.
Rain Code and Danganronpa both have legions of fans that like characters, like the bombastic presentation, etc. but I see a *lot* of people miss out on the subtext of the stories.
Danganronpa THC: Hope - if it seems bleak, you keep going by having hope
Danganronpa 2: Future - if all options result in tragedy, you make your own path
Danganronpa UDG: Friendship - at your wit's end, when you cannot make the right choice anymore, having someone who knows what you really want can save your life.
Danganronpa V3: Lies - even if your entire life is meaningless (a lie), you can still make a change (the characters being "fictional" carry a meaning of your entire being as nothing but a pawn, but despite that you still decide to refuse out of principle, making a change in the world as a "fictional character." It also does a great job of saying out loud that even a fictional character IRL has a power to affect people, which is true. That's literally what the characters did for fans of the stories.
Rain Code: You shouldn't be doing everything by yourself all the time.
Rain Code managed to deliver this one so well for me that it struck me particularly hard, and I think the devs had a good idea of what their players are like. I pick as hard a difficulty as I can (which the game then makes a gag with) and I refused to use any of the helper abilities during segments. I was truly trying to do everything by myself.
To put this more in-depth, Vivia tells you early on how there's no right answer to the question of a book's meaning, you can only have your personal take on it. He also says in one of the substories that he loves stories where he can really get into the main character's head. This is exactly what the game does all around, it wakes Yuma as an amnesiac who doesn't even know what state the world is in, so each time someone explains it, he knows just as much as you do. In other words, Vivia is talking about you as the player experiencing the game's story.
So when you get to the final chapter where everything is about whether or not the truth is worth it, because even if the entire city is a tragedy, revealing it would just turn into another tragedy. Homunculus or no, these are still living things that were created against their will and with the defect that made them do things they absolutely abhor. Who would want to pile on top of that, especially after befriending so many during the cases?
That's when you, the player, commit to isolating yourself because nothing you do is going to end well. Then Shinigami bashes the door down and tells you you can't give yourself up, tells you you do not need to shoulder this dilemma and the emotional hell on your own.
This same lesson then turns into Yuma's solution: Every single citizen must have a say in how to resolve this, and just trust that they can manage through this crisis together as long as neither Makoto or Yuma try to resolve it themselves like this.
Makoto can't understand this idea, because he is Yuma but without losing his memories. But the major difference between them is that Yuma having lost his memories has had to rely on people time and time again, especially Shinigami, who has always been extremely anxious to be helpful to you, and you as a person therefore have grown to accept people's help to resolve everything. The old you was always flying solo and could not do it. It's like a grandiose play on how even the smartest man in the world could not compare to strength of humans working together and how you should take that to heart.
As for the cases, they are murder story tropes. They are meant to feel a bit self-contained, in my opinion;
- case where everyone but the detective has died
- case where there were actually two murderers working independently
- case where they all did it together
etc.
And they even threw in classic literary references. The moment I saw the conveyors, I realized I had been thrown into an authentic feeling of shock as if I was experiencing "Soylent Green" for the first time in my life, even though everyone knows that story by heart. Feeling like that horror crept up on me despite being a trope was an amazing experience that I doubt any other writing will ever do again (since everyone's always so picky over tropes like they're an absolute galaxy brain for knowing that something's been done before.)
That's my personal opinion on all of this. It's a player's own judgement and experience that make all the Danganronpa games and Rain Code so memorable to me. They're about reading a book and deciding for yourself what lesson you received, and it breaks my heart that so many "fans" of the creators keep complaining about the characters' designs being too similar to older ones, or how the morality of the ending is somehow dubious (it's supposed to be dubious, that's what a moral dilemma is ffs.) The side quests were much poorer writing, but it's not like it lowers my opinion of how much I love the main game. I think Ultra Despair Girls did a much better job with throwing in a lot of different themes in meaningful ways that made you feel real dread.
Anyone who didn't like one of the titles is weird to me, but I still hate to admit I understand them, because when I was younger I also constantly judged games on the covers without even reading between the lines of wacky hijinks. I love these writings and I want more, I can't wait to see what overall theme comes up next.
I love the dread, I love the genuine feeling of shock and anger, I love the genuine relief that someone did not die. I love that the game even managed to completely hoodwink me with the blood color, it was right in front of me at the start of the game in that little splotch of blood and I never realized it, and it feels amazing to have been so thoroughly fooled by writing that saw into my soul somehow.
Hope that answers your question and I hope some people feel the same way I do cus the game certainly did and I couldn't have felt more satisfied.
Though I want to then say reasons why it didn't quite feel like it hit the mark as someone who greatly enjoyed the Dangan Ronpa series as well. Though tldr for my feelings on these flaws is just they were trying to do something new and the new thing is cool and good, but I think it caused them to not spend as much time as they should have on other parts of the game.
There was a rumor that a sequel is planned ig, and I hope that they do and then use what they learned from making this one to better spread out their time (tho really just the new things will take less time by default since they would now know how to make it.)
But to get into my main complaints, I really did not feel like we got to spend enough time with the other detectives in the NDA, especially without the gabs. Which is also to say since we didn't get to spend a lot of time with everyone I don't like that the gabs were locked behind collectibles. When there isn't enough already, locking up further content feels like such a kick in the teeth. I think there could have been more interact and it wouldn't have compromised the pacing and dragged the game on too long.
Something that falls in line as feeling similar is the amount of mechanics introduced only to ever be used the once. First example you'll see being the false conclusion door. It only ever exists in chapter 1. Now a one off ever now or for story purposes (think the final battles of the last chapter) are fair and can be very good. But it felt like it happened constantly and a lot of times when it did, it felt out of place. And that's throughout the entire game.
Like I said in the tldr, these two problems are likely just them rushing these parts of the game. I mean you have to consider, the main series they were working on was a primarily 2d VN. And they've gone from that to pretty much fully 3d rpg-like game. Many people might not think that's big difference, but as someone who has spent over 20 years making art and has dabbled in both general coding and game creation, that's a HUGE difference. So much new framework would have been needed to learn and modify. Not to mention figuring out how to translate the art style and make it still look good. Then there's just the beast that is 3d modelling and animating. There's new art, new mechanics, new controls, new a lot of things.
So, I don't really blame them. Figuring out how to make those changes work with what they know and the story they want to tell was probably a lot of work. And in the end seems like left them little time for the parts they're more used to. (Best example being the character's screen time. The Dangan Ronpa series had a lot of characters, but really you never feel like their time alive is wasted. They get plenty of screen time and they make the most of it. There's rarely the feeling like you've missed out on getting to see a character. Vs then Rain Code where this feeling is there for the entire main cast outside of the player character and their direct partner.)
(Edit here, I honestly forgot about Ultra Despair Girls which do use 3d models for the main played segments. So they do have some practice. However, I did also notice that the animations were still in 2d for that games and a neat note is the models from Rain Code are a lot more detailed and complex, both for characters and environments. So there undoubtedly was still things that were learned, just this was not them starting completely from scratch is all.)
I think they can and will do better in the future. Because we know they can do amazing works. But Rain Code definitely feels like a learning experience for them.
But I wanna end this on a little bit of love and talk about some things not mentioned here that I really enjoyed.
Talking to people during the, what I've been calling free-roam, sections of the game (this includes doing side-quests.) It does a lot for the world-building and helping us learn about and understand the situation Kanai Ward was in. And it paints an interesting picture and I really enjoyed just walking around and learning more about the Kanai Ward and the people in it. (Even if I will now make jokes about the UV thing (at least I think they said it was the UV specifically, which is very hm, if you know how clouds and UV interact (edit: double-checked and yeah, the solution key does say an allergic reaction to uv rays, which is still goofy science, but its fun soooo)) and other scuffed science. I in no way expect them to get this stuff right, I just want to make jokes in my own time using the random fun facts I know.)
Speaking of people in Kanai Ward, I love the side characters directly tied to the different cases. All of them are interesting and alive. While the detectives might not have had enough time, the side character absolutely did. And that time is well-spent. The only side character who doesn't was the culprit of chapter 3 (edit: idk why it was 4 here, i meant 3.) But everyone else is compelling to learn about to. I genuinely found myself wanting to help and understand the different characters.
And I know this was mentioned before but I also so so love the twist having details that play off of their audience and the expectations they would have coming in as fans of previous games. That? That was ♥♥♥♥♥♥♥ cool when it happened.
And for the couple of people in this thread confused about character's motives, please finish the game first. I promise much of this gets explained, I can't say all of you will like the answers you get, but there is answers.
I especially noted this snippet here and I think it made me realize that you might actually be mistaken about the conclusion door. See, when you see it the first time, you've never seen an exit before. Afterwards, you naturally know already that you see the culprits get separated from their souls after destroying their fort.
But they actually do use the false conclusion again, like with Hellsmile. If you keep in mind that one of the pieces can only be related to him while also being central to the scheme, you know that he's also involved. It is a false conclusion to say that the case is over just because you caught the perpetrator, but it's just not a door.
That's another thing I like about this game, it puts effort into these kinds of things, and it's even better that I didn't think about the misdirection at first until you mentioned it (the best perk to debating writing.) That's what both of those are, the game asks you if the conclusion is the right one, and the details tell you that it isn't. Tbf, every Ace Attorney, this game, they all have a bad habit of asking "omg is this finally when we win?" and you always answer "nooo the truth is just around the corner" and it does make me roll my eyes slightly. I don't mind it of course because that's not the puzzle I'm after, it's more like an intermission. I do prefer this method of doing that trope, though. Feels a lot more organic to me.
But yeah, if you felt like this kind of thing happened a lot, s'too bad. But I personally think that at least the 'false exit' thing was done subtly multiple times, but dressed so that it wouldn't stick out. It has to be different enough to make you pause and consider, right?
I would've rather that part of the game was looping for a few times before you took damage so that it'd have more tension that lasted for a moment longer as the time was ticking down. Again, not that I minded, I was so enthralled by the writing that I kept shoving inconveniences out of the way, lol.
It ain't perfect, but SpikeChun has always been a bit janky, I practically expected it. All the more reason I keep praising the great parts as worth every second.