Playtime:
980 minutes
UDG is a weird game, man.
After replaying it and beating it 100%, I can't tell whether I love, enjoy, think averagely on, or hate this game for what it is. The story is about Komaru Naegi, sister of Makoto Naegi, teaming up with Toko Fukawa to survive an apocalypse of endless Monokuma Units in a Survival Horror/Action setting, all the while they uncover the secrets of Towa City and the antagonists (The Warriors of Hope). It's a really cool and probably most unique concept and setting for the franchise since the first game. The Graphics leave a lot to be desired, since this is a PSVita original ported to PC, everything will expectedly look on par with a PS2 game from the Renderware engine. This game looks the same like those HD collections for the PS3. The Sound Design is great though, the voice acting is nice, the SFX is memorable, and the music is great like always. I love the character designs of Komaru and Toko (and the others obv), and despite some messy parts overly fourth wall breaking moments, Komaru and Toko are an amazing duo.
However, i feel as if after this replay, i don't love the gameplay anywhere near as much. I like a lot of it's elements as well as the fact there is a bunch of fun collectibles and optional content, however, the main combat is a lot to be desired. Ever since I first played the game in 2023, I played many others since that did a much better job at what UDG set out to do (Uncharted, Doom 3, InFamous, etc...) and it makes me wish this game worked like them. Why isn't there a running meter to insentivise us to actually save it for important moments? Why can we break the game with mouse control making aiming at Monokuma eyes much easier? Why can't Toko's charge be something that we fill up for a limited time instead of have available whenever? Also, can't there be more times when we are encouraged to use Toko? She's basically the Dark Jak of this game. Why do some ammo types not get used as often for the combat aside from puzzles? (Link, Paralyze, Move, Detect) and why does Burn suck so much? I wish we had ammo types like a shotgun styled one, or a BFG! Imagine how cool a BFG weapon would work in this game! Anyways, this combat of the game, while quite standardly designed, it leaves a lot to be desired and can feel way too easy if you have the hang of things.. Also, let's not forget the many repetitive moments, the many overly long moments, the questionably horny moments, and everything else that makes this game messy.
Overall, despite it's heavy hitting flaws, Ultra Despair Girls is by far the best Danganronpa sequel we ever had, and I really wish we could have a sequel/spiritual successor to it so we can see what Danganronpa/Spike Chunsoft could do with the formula again. Love this one for the messy game it is.
👍 : 3 |
😃 : 0