*Editors Note*
My buddy Nathan Green has written a followup to his Danganronpa review, and since I've been having some technical issues with The Consuming Shadow after its latest update, so I wasn't able to get the review done in time. Meanwhile, enjoy this guest review!
IMPORTANT:
Please go and
read my Danganronpa review first before reading this one. A
lot of stuff isn’t gonna make sense if you haven’t. This review
is long enough already, and I don’t want to have to explain
everything that I did in the first review as well haha. To those of
you who have read that review, Enjoy!
Welcome to Jabberwock Island! An
island of sunny beaches, fun attractions and high school students
trying to murder each other!
Yup Danganronpa is back for
another round of class trials, investigations, epic music and more
pepto bismol blood than you can shake a monokuma at and oh man it is
a wild ride.
I picked up Danganronpa 2 the
very day my Playstation Vita arrived in the post , finished it the
following week and man... what an experience. I've got a lot to say
about this one, so buckle up! It’s time to look at Danganronpa
2: Goodbye Despair. Let's take a little trip to Jabberwock
Island!
Danganronpa 2 was originally
released in Japan on the PSP in 2012 under the name Super
Danganronpa 2. It didn’t see a release in the western market
until two years later when it and the original were localised by
those wonderful people over at NIS America. The versions we got were
based on the updated Playstation Vita rereleases, and are therefore
only available on the Vita outside Japan.
Now, I want to quickly touch on the
localisation. When the game was localised, NIS changed a few things
here and there, some of which make sense, others however are kinda
weird. For one, instead of each student having a super duper high
school trait they now have an Ultimate trait. Really all the
localisation changes are small nitpicks which don’t really effect
the game much at all. The translation itself was pretty good, I saw
no grammar or spelling errors ,however I did spot a few typos in the
script. Overall the localisation is certainly one of the better
localisations of recent years. NIS also added a full English voice
cast to the game, which I will talk more in depth about later.
Anyway, onto the story.
Like my review of the first game,
I'll only be giving a basic plot summery and setup overview to avoid
spoiling the game (and trust me, you don’t want it spoiled).
For starters, Danganronpa 2
does NOT take place right after the first game. In fact, you play as
a completely different character by the name Hajime Hinata. He, along
with fifteen other students have been chosen to attend Hopes Peak
Academy (Note: I incorrectly called the school Hopes High in my
previous review. Whoops)
However, upon walking into the
school our hero passes out and finds himself on a tropical
archipelago with fifteen other students. The only way to get off
these islands? Kill a fellow classmate and get away with it.
I really can’t do the story
justice without spoiling something. This game, like the previous game
is masterfully written and full of plot twists, character
development, insanity, and a bit of humour as well. However,
Danganronpa 2 really turns it up a notch with the story when
compared to the first game. You thought the original had a good
story? Somehow Danganronpa 2 manages to top the first game and
then some. It’s amazing. If you liked the story that the original
had then you will be right at home with the second games story.
10/10
Gameplay:
Gameplay for the most part remains
largely the same, however there've been many tweaks and refinements
made to the game to spice things up a bit.
The first of these changes is in the
exploration. Like the first game, you explore the archipelago from a
first person perspective. However, due to the scale of Danganronpa
2's islands they've added
a sort of overworld where you control Hajime from a sidescrolling
perspective to move about the archipelago. You're also given the
ability to quick jump to different buildings that you can enter in
the overworld by using the directional buttons, which is a nice
addition if you just want to get from point A to point B fast.
First person freeroam sections
remain from the first game and are basically just like they were in
the first game. Fixed First Person exploration sections are also
present and again, remain basically unchanged.
Your electro-ID’s (called
E-handbooks in the official localisation) have received a few tweaks.
You can still warp around the islands like you could in the previous
game using the map but I found I never used this feature due to being
able to quick jump in the overworld. A whole new feature/mini-game
has been added to the E-handbooks which has you taking care of a sort
of Tamagotchi like virtual pet which levels up and grows as you run
across the archipelago. Personally I find this feature pretty
pointless and it only really seems to exist for trophy hunters to
fiddle with to get the bronze and silver trophies attached to it.
The visual novel sections are still
here obviously and again, remain largely unchanged although they did
remove the Re:act system from the previous game (Basically if a
certain purple section of text popped up in a diologue box you could
hit triangle and ask about the topic that was written in the purple
text). I have no clue why they removed it.
Most of the gameplay changes however
are present in the class trials. Almost every mini-game that was
present in the previous game has had something changed about it. Like
my previous review I will be going through these mini-games one by
one depending on how often it appears.
Non Stop Debate:
Like the previous game, this
mini-game appears the most by far. The base gameplay is pretty much
identical to the previous game, but there have been some additions to
make things more interesting.
Now not only can you point out and
shoot down peoples contridictions but you can also do the opposite
and provide relevant evidence that backs up someones point. These
points are differentiated from normal weak points through the use of
blue text. Yellow weak points act the same as the previous game. The
ability to pick up weak points and use them to knock down another
weak point returns in this game BUT you cannot pick up a weak point
and use it to try and backup someones statement (i.e pick up yellow
text and use it on blue text)
White noise returns (although the
text is ironically purple) with a vengeance. Some pieces of white
noise take multiple shots to go down, which can be a little
irritating at times. However, you can tap the Vita’s rear touchpad
to shoot down white noise, which is my preferred method because it
auto targets.
The rest of the debates are the same
as they were in the previous game, although these twists certainly
add more to the mix.
“Improved” Hangmans gambit:
And here lies one of my only major
gripes with this whole game. “Improved” Hangmans gambit is
HORRIBLE. Sure Hangmans Gambit from the previous game was pretty
bland but in this game is it just BAD. You have to pick up letters
using the X button and drop them on another of the same letter (I.E
pick up and O and drop that O on another O). Problem is, the letters
are constantly moving all over the screen from all corners and if 2
different letters collide then you take damage. In the later class
trials you will see your life meter drop like a god damned BRICK due
to how many letters are on screen.
You can destroy paired letters by
using the X button and send them down into the hangman thing at the
bottom of the screen using the triangle button, but half the time you
either have no idea what you are supposed to be spelling or there is
so much crap on screen that you can’t keep up. This mini-game is
just CRUEL and is by far one of the worst things about this game. It
doesn’t help that unlike hangmans gambit from the first game you
are given NO HINTS this time round. In the first game a few letters
would be done for you but you don’t get that here. Even worse is
that the words you have to spell will usually be very long! It just
doesn’t work at all. By far the worst of the new mini-games and the
fact that it appears often doesn’t help matters.
Oh and you can’t check any of your
evidence while you are playing this game just to add insult to
injury.
Logic Dive:
And here we have a brand new
mini-game which unlike hangmans gambit is actually pretty fun.
Logic Dive has you controlling
Hajime on a snowboard (yes a snowboard) down a tron looking halfpipe
avoiding obstacles and stuff like that. The logic part comes into
play when you have to answer 3 questions about the murder. You are
given pre-written answers which each correspond to a different
coloured path. Pick the path that you think is correct and you
continue on. You control Hajime with the Left Stick, make him
accelerate with the X button and Jump with the L button. You can also
brake by pulling back on the right stick (useful if you need some
time to think about an answer).
Logic Dive is by far the most
entertaining of the games. It may seem odd seeing an action centric
mini-game in a puzzle/mystery game but Danganronpa 2 implements it
very well. It also helps that the music track that plays during this
mini-game is extremely catchy. I only wish that there was an option
to play a sort of infinite logic dive without the questions as an
extra as that would be a fun distraction.
Rebuttal Showdown:
Another new mini-game! This one has
you in a one on one battle against your opponent with you literally
slicing away at their words. You can slice by using the directional
buttons, the left stick or the touchscreen (although the latter is a
bit unresponsive so I’d recommend the D-Pad or left stick).
A showdown is broken into multiple
stages most of the time. To pass one stage you have to make it
through the round while taking as little damage as possible. If done
correctly the little bar in the middle will have moved in such a way
so that Hajime’s space covers most of the screen.
On some occasions, usually when you
end a round tied with your opponent, you will have to mash the X
button to try and edge your opponent out to move onto the next stage.
Now it is important to know that the
technique to playing this mini-game is to try and get as many words
as possible in the path of your slice as you have limited slices.
It’s all about being as efficient as possible.
When you have advanced to the final
stage weak points will begin appearing in the text. Similar to the
Non Stop Debates you need to counter these with the appropriate
evidence. If you have the correct evidence to contradict the
opponents claim you will cut through their statement.
It is also important to know that if
text has weak points in it you DO NOT try slicing through it
otherwise the opponent will gain considerable ground. If the weak
point isn’t the one you want then you just have to leave it and
wait for the next piece of text to come on screen.
Overall once you know how this
mini-game works properly it becomes quite entertaining. If you have
no idea about the techniques though then it can get pretty
frustrating.
Panic Talk Action:
The rhythm game returns but it has
now been revamped. The core concept is still the same but instead of
pressing the X button in time with the music you now have to hold it.
Holding it locks onto statements and releasing fires. Holding the
square button reloads and the R button puts you into fever mode which
gives you infinite ammo and ups the tempo.
These changes do help make things a
little more interesting I will admit but sometimes timing your press
and release can be a little more difficult than in the previous game.
Either way this one isn’t bad.
Closing Argument:
Like the previous game this
mini-game has you reconstructing the events of the murder in order in
a manga style. Unlike the previous game however you now receive
panels in “stocks” of 5 (up to 3 of the panels are correct panels
and the remaining ones are dummies) and are judged on if you placed a
panel correctly or not immediately. This change isn’t bad but I
personally preferred having access to all the panels at once like in
the first game.
What is also worth noting is like in
the first game if you happen to lose all your life you can restart on
the spot with a full lifebar and try the mini-game again.
PHEW that was a lot of mini-games to
cover. As you can see most of the mini-games have either received a
change, tweak or complete overhaul from the previous game, most of
which are pretty good (except blooming hangmans gambit)
One other thing to mention about the
class trials is how they are MUCH longer than the class trials in the
previous game, so long in fact that halfway through the trial they
have an intermission. Personally I am really happy with this change
as I found the class trials in the first game were a little short.
On the other hand, the sections
leading up to the class trials are also longer and particularly at
the beginning of the game can drag for a little longer than you
really want them to. Also due to how the archipelago is so much
bigger than hopes peak academy from the first game you will probably
feel that some of the islands are just… well a bit empty. Granted
that is kinda true as Hajime and the rest of the slowly dwindling
cast are really the only people on the archipelago, but this means
that you will be doing a lot of running around to get to relevant
places.
Also, while each island is chock a
block full of buildings, some of these buildings never get used for
ANYTHING. Like you will go into them to check out what is inside them
when you first explore the new island but after that they are never
bought up again. This is a shame really because in the first game
each room was at least relevant to something while here some
buildings and places just seem to exist for no reason whatsoever. To
me it feels like a missed opportunity.
However the fourth case in the game
certainly harkens back to the first game mainly because the setting
is completely different. Basically all the rooms are used for
something in this case and it is refreshing to see especially when
some buildings just sat around being as useful as a chocolate frying
pan the entire game.
While I appreciate what the
developers were going for here I feel that they ended up just making
the game a little too expansive, leading to some redundant
landmarks and buildings as well as giving the player tons of
opportunities to use the quick warp feature on the overworld. Bigger
does not always mean better. Here’s hoping that Danganronpa V3 has
realised this and has attempted to hit a sweet spot between the first
and second game in terms of size.
Overall I appreciate most of the
tweaks made to the game and the wider variety of mini-games is really
nice but some things such as “Improved” hangmans gambit and a lot
of unused buildings and areas does prevent me from giving the
gameplay a perfect score.
9/10
Graphics and Sound:
The graphics for Danganronpa 2
look pretty good. The setting of Jabberwock Island allows for richer
colour palletes and more varied and unique environments that weren’t
possible in the first game. However you'll be seeing A LOT of yellow
and blue due to the Island setting.
Danganronpa
2 was originally a PSP game, so basically all of the
assets are from the PSP version albeit they have been rendered in
higher resolution. 3D models are used every now and then as well,
usually on the overworld and these look quite nice and maintain the
games unique art style despite being in 3D.
Speaking of which the art style is
just as gorgeous as the first game. Danganronpa's
art style is very distinct and even transitions well to 3D.
I was playing the game on my Vita
1000 and it looked lovely on the OLED screen, it is certainly a lot
more colourful and varied in its style than the first game was which
works in its favour.
Unfortunately, the game is not
without its flaws. I was kinda disappointed in the performance. While
Danganronpa 1 on the PSP ran perfectly with no frame drops at all,
here I spotted a few performance issues throughout the game. Mainly
when I was opening my E-handbook, which took a few seconds to do and
ESPECIALLY when I was scrolling through text in the transcript log.
The game also runs at 30 FPS and while it usually keeps up with that
frame rate there were a few times when I saw the frame rate dip a
little below that, namely when there was a lot of stuff on screen.
What is really odd though is that
the game is in fact able to run at 60fps. Through the use of a glitch
it is possible to get the game running at 60fps until you open up a
menu and it runs really well, which just makes everything even more
odd especially because the Vita is way more powerful than the PSP, so
it should be able to handle this kind of game without a hitch.
However, as this game came out on
the PSP first it's most likely they either didn’t put in enough
work properly porting up the engine to the Vita ,or they just didn’t
know how to do it as well and cut some corners which is
disappointing. It's not a deal breaker, don’t get me wrong, but it
certainly does make stuff like scrolling through some menus a total
nightmare due to the lag. Here’s hoping that Danganronpa V3
performs better as that game will be Vita exclusive handheld wise (it
is also coming out on the PS4).
Sound wise the game sounds amazing.
Masafumi Takada returns at the helm of the music and as usual he
delivers. Tunes such as Kill Command, Tropical Despair, Trapped by
the Ocean Scent, Dive Drive and others really make for an awesome
soundtrack. Other tunes such as Sing the Empty Happiness really
provide an errie feel to fit the mood in some areas. On top of that
tunes from the first game return in full force. It’s great hearing
tunes such as New World Order, Break, Turn up the Heat and Closing
Argument return from the first game, as well as other standout
tracks. This really helps power Danganronpa 2’s soundtrack
into the relm of outstanding. And just like the first game you can
listen to the entire OST in the game itself which is something I
really appreciate.
Since this is the official English
localisation of Danganronpa 2 I am talking about the game
received a full English voice cast. While I played the game
predominantly with the Japanese voice track (which is an exceptional
voice track and really captures each of the characters personalities
perfectly) I did give the English voice track a shot and to my
surprise, it’s actually pretty good! It isn’t as good as the
Japanese voice track in my opinion, but as far as English dubs go
this is by far one of the better ones. Then again this game was
localised by NIS so that is kind of expected from them. Although
Brian Beacock as Monokuma is positively ear grating. Hearing freaking
Johnny Yong Bosch as Hajime is flipping amazing though. He does one
excellent performance along with Derek Stephen Prince as Fuyuhiko,
Kyle Hebert as Kazuichi, Carrie Keranen as Mahiru and Julie Ann
Taylor as Ibuki. This is one all star voice cast in this game and it
works quite well. A few performances are a bit naff but most of them
are very good and make the English voice track a valid option if you
prefer your games in English.
Overall while the framerate on the
graphical side has a few issues the soundtrack is still amazing and a
solid Japanese and English voice cast certainly help outweigh that
minor issue.
9/10
Extras:
Before I move onto enjoyment I’d
like to quickly cover the little extra goodies that Danganronpa 2
has up its sleeve.
First is Magical Miracle Girl
Monomi. A side game which has you controlling the character of
Monomi (basically female Monokuma but a rabbit instead of a bear) in
a quest to take down a bunch of monsters and stuff. I haven’t
played much of this one but it is quite entertaining from what I have
played.
Secondly there is Danganronpa IF,
a light novel story that is unlocked upon finishing the game. This
basically details an alternate timeline that focuses on what would
have happened had the cast of the first game found out how to escape
Hopes Peak Academy earlier in the game. It’s a good read.
Finally there is Island mode. This
basically is the free time sections where you interact with your
fellow classmates to learn more about them expanded into a full extra
game. For trophy hunters it’s pretty good as it has quite a few
trophies attached to it and also helps you learn more about
characters and their backstory.
It also solves the problem which
plagued the first game on the PSP where you had to replay chapters of
the game in order to fill the report cards of each character. It’s
an optional mode but it is there if you want it.
Finally hiding under the extras menu
are galleries where you can view events, movies and listen to music
from the game. Danganronpa 2 is certainly not short on the
extras and these extras are exclusive to the Vita version as well.
Enjoyment:
OK so did I enjoy Danganronpa 2?
Silly question. Of course I did. Despite some minor gripes with the
game being a little “too” large as well as the pain that is
“Improved” Hangmans Gambit I still enjoyed the game a ton. The
story manages to somehow one-up the first games story, and on top of
that the game is LONGER than the first one. They actually increased
the length of the game in ways that weren’t artificial which I am
super happy with as I always found the first game a bit short.
The extras that the game has will be
keeping me occupied for a little while longer I’d say and the
addition of trophies to the Vita version are good if you like that
kinda thing.
I finished Danganronpa 2 in
around fivedays. On the final two days I was playing for around four
to five hours straight if not more due to how gripping the story was.
Again, like the first game the story is what really makes Danganronpa
the awesome time sucking game that it is. Sure once you have
finished it there isn’t much need to go back but on your first
playthrough you will most likely find it difficult to set the Vita
down unless someone forcefully crowbars it out of your hands. You
don’t want to put Danganronpa down until you have seen those
credits roll. It’s that good.
The puzzles are more complex and
clever, the class trials longer and more engaging, the music even
better, the story is one of the best I have seen in a video game, I
can’t call it the best story I've seen because 999 on the DS
edges Danganronpa 2 out by a decent amount but it is still
damn good.
10/10
Final Verdict:
If you liked Danganronpa 1 then…
ok well you will have most likely played this game already, BUT if
you haven’t you need to go and buy this game NOW. Go, now. It’s
not too expensive on PSN and at the time of this review there are
discounts on the game on in Europe so what the heck are you waiting
for?
Like the first game I give
Danganronpa 2: Goodbye Despair a highly recommended.
PHEW. That was one long review.
Guess I got nothing else to do now but wait until Danganronpa V3
rolls out so I can review that eh? Oh wait…
Yup we are still not done with
Danganronpa yet. We have one more game to look at before I move onto
reviewing other Vita games and it is certainly the oddball of the
series for many reasons. Namely because it’s a Danganronpa themed
third person shooter. Wait what?
So join me next time when I review
Danganronpa Another Episode: Ultra Despair Girls! As soon as I finish
it that is…
This is Nathan Green, signing off.
Age ratings:
OFLC: M (Unrestricted)
ESRB: M
PEGI: 16
Image from Atlus.com