Playtime:
12492 minutes
Having played every route, maxed all the stats, and squeezed all the content I believe there is in the game. I cannot recommend this game to others. Before I dump in detail my gripes with the game I want to preface it with that I am a fan of many of both Kodaka's (For Danganronpa, Rain Code, Tribe Nine) and Uchikoshi's (For Zero Escape and AI somnium) works and have been enjoying nearly all their titles which I can’t recommend strongly enough (seriously play those games). The general review of this game is that it is very middle of the road. While a fan would enjoy many aspects of this game for sure, and a lot of the unique features were refreshing to see, there are just some key points that cannot be overlooked. The game is simply way too long and viewing the entire game as one experience is put together rather poorly.
I'm not going to spoil any specifics on the plot for those who wish to play it but the gameplay of this is extremely lacking. The game is not a strategy game. It is not a danganronpa-style board game. It is by and large only a visual narrative. While that may be fine for many fans of that genre, those who have played previous works would have expected some actual gameplay. To provide an example: in V3 or Zero escape, you can somewhat move the story along by your results IN the gameplay (such as lying in a debate or solving some secret code in Zero escape). While those games still feel somewhat linear since they are on rails on where the story is headed the presentation is somewhat organic and it feels rewarding to make decisions, solve a puzzle, and move the plot along. This game has none of that, there is no actual gameplay that decides what direction the story goes in. You can’t, let’s say, win or lose a strategy battle that dictates the story moving forward in 100 days. All decisions are almost solely decided with a simple "left vs right" choice box. And most of these decisions result in an immediate game over 5 minutes later for being the wrong choice.
What is so frustrating about this is that the game DOES have small moments of actual gameplay and good presentation. There are moments where you must solve a puzzle by picking 1-15 characters, or by making a choice by killing one boss over another in a single strategy battle, but by and large the game only teases these mechanics and never explores them. Showing that they did in fact implement them, but once. This does add a lot of charm to 100 days though, because it has similar staples to those other games that fans will surely love. There is a "bonding" mechanic with characters, there is a board game minigame you do that looks like that of Danganronpa V3 or S, there is a report card where you have stats that you have to max, but nearly all of this has little substance to the overall game.
The issue is that the key feature that is unique to this is the strategy battles, and it simply isn't that good. To its credit, the first 100 days or (tutorial) is fairly decent, but the game quickly plateaus. The issue is that out of 16 characters that can fight in strategy battles, only a handful are consistently good. How these battles work for those who haven't played yet, is that a checkerboard map is placed and you have some units to fight random monsters and elite commanders given the story plot at the time in an XCOM style gameplay. You are given turns that you can use to move and attack but each move cost a turn. This is fine but when you are given say 7 characters and only given 3 turns on your round, you cannot and will not rely on using most characters. You can earn turns in a round by defeating larger enemies on the map (who are spread out and tend to have slightly more health). So, the META is to pick a character who can attack the farthest and do enough damage to kill as many larger enemies as possible, so it is no wonder that the only character everyone is using is in a bloody Jeep and can drive halfway across the map (She is the best by far). The enemies were not designed to complement your characters (at least not as much as they'd like to think), that to be frank you really can and should just play the game using the same 5 people when available. When a majority of the cast is deemed inefficient, it simply isn't good. Now I do like the strategy battles and did enjoy some key fights but this game has ~20 paths and I could not ever find a use for some of them as much as I wanted if ever. One character was introduced as a sniper and the plot says outright "USE HER TO GET THE GUY IN THE FAR BACK" but she was just awful for doing that. Her damage output was so low I didn't even bother, so I just skipped her in her own intro battle and most of the game afterward. That's not to say you can't force yourself to use them or find a way to make them worthwhile, but overall given how you are only given so few turns, most always fall flat especially in the beginning.
For those who just want to read a book though I still can't recommend this. Not because I thought any of the stories were particularly bad (I have a soft spot for their works so I can admire some bad writing or cringe) but because in a way the more you play and experience the less you will enjoy it. You MUST play this game with the idea in mind, that even given that this is a game about multiple timelines, that whichever timeline you choose it is solely unique and unrelated to every other timeline. Logically this can be frustrating cause when an actual decision in the game is "Heads or tails" on a coin flip, one does not expect the differences of that coin flip to result in outcomes of say: whether a meteor strikes that night or simply never existed. Whether its zombies or monsters that exist in the world now. To their credit, there are some timelines that do connect and involve the others but there is just so much content that a lot of it really falls flat or even worse, some major things just slip by to never be resolved.
Another aspect that I think is the most important for me is the characters. I enjoy these games because of the colorful cast and their personalities. This game was somewhat of a letdown. Now I understand that this is all taste but I did not enjoy the design of most of the characters at first (except Takemaru, Darumi, Hiruko, and Tsubasa). Luckily, they grow on you after 200 bloody hours of the thing, but sadly their personalities are all over the place. In some timelines they are all outright cowards. Which is fine, since a majority of these characters feel like weird fusions from the previous Danganronpa series and given the setting you don't expect much. The issue is that while some character changes make sense, some timelines have characters be the total inverse just for the sake of plot. Having a harmless pacifist become a bloodthirsty murderer for the sake of story is just weird and makes the characters come out hollow. In all timelines the only characters that I enjoyed (and even they had some down moments) were Tsubasa and Yugamu. In nearly every timeline they are the only ones that tend to be smart, helpful, and consistent with their personalities. They may not have the best personalities but you know what you are getting with them as characters, so I enjoyed them more than the rest. This was disappointing when in the tutorial my favorites were easily Takemaru and Darumi. The more you play, the more most characters get undermined and not everyone even gets a time to shine either.
I love these directors' work and I want Too Kyo Games to succeed, but this is very middling as a solid piece. If you play this, and as a fan you probably should, I wouldn't recommend playing through ALL of it to completion. Whatever ending you get on your 2nd playthrough try to accept it because there isn't much to bind all 20+ playthroughs together. When it does its amazing and I loved it but in nearly all endings it just fumbled it hard and left me disappointed of the whole "story" that took 200 hours to invest in.
👍 : 12 |
😃 : 0