I think LDA is trying to be a "Danganronpa" of a different genre, Danganronpa is a visual novel mystery game while LDA is a tactical RPG with some visual novel elements and frankly I don't think that's a problem, It'd be restrictive to only make games in 1 genre
@@jigglypuff452 It could also be to mess with us. We go in, think we know what to expect, and then get blindsided. Or maybe this is just a big swing for the company, so they returned to something familiar to help reduce the risk.
One thing to remember with Kazutaka Kodak is that he likes to break expectations. He’ll put a heavy marketing emphasis on certain characters in a game, only for them to die in the first chapter (he’s done this three times at this point!). He’ll make a characters name an anagram for “I am Makoto Naegi, only to make that character act VERY VERY VERY differently from Makoto Naegi (actually, he has a bit of a problem with naming characters Makoto, he has also done that three times). He’ll take an iconic stylistic choice into his next project, only to reveal that it’s not just a stylistic choice (definitely one of my favorite twists in rain code). In other words, Kazutaka Kodaka likes to set expectations, only to break them. I won’t say I’m above insecurities over this project, I’m pretty nervous about it, I admit. But, there’s nothing i personally can do about that, so I’m gonna let him cook.
This however creates a paradox, in which Kodaka ends up creating expectations of his own, he hasn't exactly managed to break those expectations. Every chapter 3 has a terrible double murder case that always the worst in thier respective games, every chapter 4 is every buff character's Achilles heel. It ironically causes danganronpa to become the very thing it stood aganist: being predictable.
@@VGF80I mean this comment wasn't just talking about Danganronpa, but about Rain Code as well. But it's true that the games became formularic... but I think there's a good reason for that. If you ignore V3 for a second DR2 is similar to the first game by design and to eventually catch you off guard. The game openly states in chapter 4 how the cases from the first and second game seem to parallel each other. Only for them to break the formular in that very chapter and the one after it. Chapter 4 wasn't a suicide like in the first game, but we were led to believe it would be by the game acknowledging it's similarities and then chapter 5 took people completely off guard by killing not one but two main characters in one chapter, something the first game with it's trio didn't dare to do. V3 tries something similar by doing the least expected things first which is supposed to make the game less predictable in the long run, granted this doesn't work as well, but the attempt was there. Not to mention V3 is a parody of long running series, so becoming formularic I think is part of the meta writing here, as stupid as that reason may be. You can talk all about results in hindsight, but what matters is context and if you cherry pick similarities of course it will look predictable by the end. I'm not saying it's not predictable, it often was and trust me I hate formularic writing as much as the next guy, but I can at least give them credit for trying to use formularic writing to make us think wrong in the moment, even if it makes the story look more predictable in hindsight.
@@ProfessorNiloDanganronpa uses the formulas to keep writing more consistent and strong. Take pokemon for example. They got the same 9 starters with matching types formula, 2 box legendaries excl gen 1 (sometimes 3), an electric rodent, a silent mc, a rival, usually 8 gym leaders, etc. It would become messy if it tried hard to break all its core. In a game of 16 characters and a ton of murder cases it helps them be able to write a strong story without needing to come up with a ton of new tropes. They can twist the tropes. I believe it allowed them to make cases stronger, especially in DR2 improving from past cases. The first chapter having a seeming important character die makes total sense and killing Kaede feels very unique, revealing a secret murderer in the past life in Trial 2 doesn’t really affect the case and the characterization of Toko/Syo, Fuyuhiko/Peko, and Maki is very different. Chapter 4 kills a buff character. Nekomaru and Gonta died at the right time and I don’t think they had potential to be survivors. The 5th Trial of Danganronpa 2 is incredible and completely fixes use of the first game’s. V3’s is a little similar but the motivations, emotions, mystery and roles are pretty powerful and different. And the emotions. Throwing in Maki helps too. I think a case similar to DR2 5s makes sense since it was so strong. The real issue is Chapter 3s, which I won’t even get into much. Could’ve been better if there were 2 killers in V3. As for main trio u could say Shuichi/Kaede/Kokichi are the main trio of V3 but this ain’t super accurate, the game breaks the trio formula. The true support is rlly Kaito, and Kaede dies in Chapter 1.
@@jigglypuff452 I don't really think your comparison works. Let me explain. It is true that formularic writing can be a good foundation for a series, especially when gameplay is the focus. With your example Pokemon that is undoubtedly true, a strong foundation leads to consistency, which is why it bebefits a gameplay driven game like Pokemon. But your comparison doesn't work because Pokemon and Danganronpa are not even remotely similar. DR is a narritive driven murder mystery visual novel, it could not be further from Pokemon in terms of structure. But before I tear into why a formula is not beneficial for DR I want to correct a misconception. I do not think characters shouldn't have archetypes, they are good because there are only so many unique personalities you can create if you don't want to heavilly exposition how everyone is unique or perfect only one character over the time of a year. Archetypes in themselves aren't the problem, I don't mind a standard protagonist, a complex antagonist, a smart helper... etc. My problem is how they are used, more specifically how due to formula they become predictable, you can have archetypes, but you better try something interesting with them. After the third gentle giant sacrifices themselves near the end of the game it's no longer shocking and it's no longer interesting. Which let me get into why formula is bad and how without it these games could be much more fun and why they should be structured that way. So you get 16 characters, not too many, but still quite a few... your job is to systematically kill them off in a death game setting that follows a mystery structure... easy right? Of course not, or rather it shouldn't be. It's a mystery and a death game, so your job as the mystery writer is to 1. "Write a good mystery" and 2 "Keep people guessing". Your mystery can be as complex and fascinating as it wants... if your mystery is predictable by anyone who isn't awful at pattern recognition then there are no stakes. And a death game without any stakes is... ironically, a death sentence for your story. Same is true if you're all shock and no substance, subverting for the sake of subverting accomplishes nothing. So how should a death game murder mystery be written. Simple actually, don't follow a too predictable structure. Let's say we keep 16 archetypes as characters, but change their roles. We could easily kill off a nobody first and develop their character into someone important over time. Mukuro is the perfect example of this, killed off for seemingly no reason, but ultimately a key piece in the final chapters. Why can't we have a sympathetic killer who killed more than one person, why can't the buff character be selfish, why can't a small seemingly innocent character be a killer, forcing them to handle a murder more creatively because of their stature and limitations. There is so much potential here if you didn't do the same stuff over and over again. Change up the trial order a bit... have a double murder in chapter 2, heck have a tripple near the end... raise the stakes of this game. Why not have multiple antagonists so that you can write a conflict with two wrong sides and you can kill one off halfway through the game and redeem the other in the other half. Stop having nothing characters that only survive because they had no time to get killed off. All that I want is for a murder mystery to not be the same thing in a different color over and over again... but I hear you, that takes time and effort, well why are making a story if you are just doing the same thing over again, if it's practically the same it doesn't need to exist. To get back to Pokemon, yes it's consistent, but even its series feels watered down and unfinished to most by now. And people have been complaining about the lackluster story since Black and White ended. A strong foundation means nothing if your house is made of the same material the old house was made out of... by repurposing the same material you just now have the old house but out of withered materials, yeah it will hold for a bit, but it's not nearly as strong or impressive as the first house was.
@@ProfessorNilo my point is that in a series with a ton of characters it makes sense for there to be formulas that get played around with and mixed up. Ofc they aren’t the same and yea Pokémon became crappy, but it allows them to focus more on the surface underneath and focus more on emotions and characters by giving a foundation. The formulas of Chapter 1, 2, 5 were okay. The cases are all still very different from each other and have a lot of depth that allows for the similarity imo. I do agree though Gonta’s sacrifice was a little lame. But where it gets redeemed is Kokichi is basically the killer and Miu tried to kill, never had 3 at once. It was also strong because the way it brought interactions between the characters. It helped assert Kokichi as an antagonist at his highest and truly made him feel like a threat, and truly established Kaito and him as foils. Gonta not knowing he committed the murder and refusing to believe he’s a killer is a good twist, and the mystery of the Neo World was great. Establishing Miu’s best invention and her as a paranoid girl who truly wants her enemy dead and wants to help the world with her inventions and get validation was cool. Nekomaru’s death could’ve been better if they gave Akane noticeable development, but I wouldn’t change it otherwise. If you follow the game’s formulas he would obviously die. However other than him, and sorta Ch3 which I’ll get to, I don’t agree that most of the formula makes the story obvious. Killing Kaede was unexpected, they used Shuichi as the red herring. In Chapter 2 you don’t know who the secret killer is, so if you catch on to the formula it would be fun guessing who it is. Chapter 5 you already know the detail it’s unsolvable from when it happens, so it’s a tough case to crack and you won’t know who the killer is. In V3 you even need to figure out who the victim is. You may know a small detail like oh we’re about to have an unsolvable case, but you won’t know who will die or how. Excluding Gonta. Excluding double murders, the case tropes are just a smaller detail of a case, they all go way beyond them. and the characters aren’t killed that systematically. They give a sense of familiarity to old fans. The games have tons of twists that make up for these tropes. You may be able to predict that there would be a double murder which also is a little let down, but on the plus side you still won’t know anyone who dies or how. I understand the double murders argument. DR2 Ch3 could’ve been good it was just poorly executed. Same as V3’s, having it be a double murder would help it subvert expectations. Having a double murder in a different chapter would make sense if they make a new game, but I wouldn’t change it for the 3 games we have. If they had a double murder in Ch2 it may feel like too many characters get killed off early.
Personally, I feel like Rain Code would have made more sense for the Kodaka and Uchikoshi crossover because I feel their mystery labyrinths need more active puzzle-solving aspects similar to The Zero Escape rooms of the AiNi somnia (I state AiNi specifically because those are more logic-based while the first game has more trial-and-error based somnia). It is funny that Hundred Line seems to be the most different gameplay-wise, but style-wise, it feels the most derivative. Akudama Drive, Tribe Nine, and Rain Code, while made by the same artist, each feel like they have something unique about them. As for Hundred Line, to be honest, it just feels like I’m looking at concept art for characters Komatsuzaki has already designed. In fact, Takumi’s design looks near-identical to what Vivia Twilight used to look like (He initially had red hair), and don’t get me started on Sirei (the fact he was originally gonna be a realistic Tanuki saddens me because that would be so much more original). I just hope this game ends up being good.
5:27 fun fact. all his known sprites have the exact same poses and facial expressions as kokichi.... ngl it was like that for chars in raincode too just people didn't notice-
The website for the game translate the abilities as “Hemoanima” . I think it’s taking the “Hemo” from Hemoglobin meaning the abilities are blood based. We also see in a separate teaser trailer from the one in the direct a boss enemy who slits his own throat. So perhaps the enemies (or at least the boss enemies) share the same abilities as the protagonists?
My first thought is that it's Kodaka continuing his brand as part of a legally not Dangaronpa IP because that is owned by Spike. It's honestly no different to me than Kaga making not Fire Emblem (Tearring Saga) or Murayama making not Suikoden (Eiyuden Chronicle). Just the trend of creatives leaving big name companies and making more of their works while working around IP.
I enjoy Danganronpa and Zero Escape for the mysteries. I'm worried this game will not have many good mysteries. The main selling point of LDA seems to be its gameplay, which is personally the last thing I care about.
@@danielzakgaim2764well, actually... I read on an interview they have with the creators of this game (that's Is just on japenese so I translated with Google translate) say that they focus in the script a lot.. Thanks to a "secret mechanic" they don't want to reveal until the launch of the game but they affirm "we hired a lot of script writers to make this ambitious project and mechanic to be possible, and we assure you, you might think we are crazy after you see what it is" I doubt they would say that in the bad sense... I think they are really proud on this mechanic for the story that will blow away all expectations.. And that makes me exited
@@Xenigma5050I never got into ushikoshi personally... Just because the puzzle mechanics aren't for me.. I am too dumb... But I do like the story of 999 since I watch it and Ai sonium files 1 and 2.. The first one because I watch a gameplay of it... And the other two's because they focus more on the soniums mechanic.. But for what I know.. Is that I like their way of writing.. It might be too complicated.. But so sastifying to see each piece of the puzzle making more and more sense with each ending.. To unlock the true good ending.. Is complicated but rewarding I would say.. And if this follows that pattern along with the danganrompa writing I feel it will be awesome! And not bothersome puzzles about what plate is better to eat meat or fish.. Maybe some more easy ones? But yeah... I also feel like soon we will get the characters profiles.. The characters is also one of the best points I want to see.. Like.. If this have danganrompa level of characters along with a true good ending.. That would be a dream come true! Finnaly I will be able to save the big guy/girl... I don't know who it is.. But I am sure they will be there.. It will be the first time for a kodaka game to have the big character survive! I will save them!
End of the day, I'm still gonna play it and just hope I'll like it. It's crazy how heated a lot of people get over the game "lacking a visual idenitity", 'cause IDK why that's something a common person should be concerned about. I even saw someone on Twitter saying the entire Direct was ruined for them over the game being revealed and that it made them feel sick. People really treat Kodaka's works way too seriously, lmao
I can definitely understand your concerns for this game. The game certainly looks a little too derivative of Danganronpa and other past works in art style and concept. Also I definitely understand your worries of this game not being this big mystery story given the two devs’ previous track records. Me personally, I’m still pretty excited as I’m a big RPG guy but I am extremely nervous that the game will try to do too much leaving everything super muddled. This collaboration feels like it’s either going to be the best game we’ve seen from both these developers or it’s going to sink and end up not being great.
I actually think it will be in the middle, this game will be actually be huge! Like, enormous! They said the project was anvicious, they said they went in debt to make it happen, even if it isn't mentioned in the video, they also hired a lot of writers to help and that doing this was important... I feel like this game will have parts that they will love a lot, maybe the true ending, the characters.. The mechanics and certain parts... And others maybe too experimental or rushed or maybe strange... Keeping it in balance.. And will be a really good game for many and objevtibly speaking.. And for others it might be just okay... I am personally exited to be honest... At least I think they will build really good characters that we can grow attached to...
I was so proud of Kodaka for finally moving away from a school setting with Rain Code. Made me hope that he might not fall into his old patterns in the future. So, anyone else got the feeling we will see a "Student's, there is a traitor among you" line in the first hour?
Can't wait for this game to have Vanilla Ice Cream personified for a protagonist and a super totally hilarious creep character that will definitely make everyone laugh!
I'll just keep my expectations to a reasonable extent (based on my experience from the two's many works like DR, ZE, MDF:RC, AiTSF, etc.), though I'm still as hyped as I could ever be. I won't worry too much on the story aspect, or mystery element, or gameplay, because it'll really just depend on the delivery and pacing. The only thing I'm really concerned with is how Kodaka mentioned how they're still into debt from the game (cmiiw), so that's a li'l something to think about. Plus, I'm a fan of tactics game (specifically FE) so this is a mix of genres I like. Not to mention how I actually love the gameplay and mechanics of Zanki Zero, even though it's not by the same creators (but still from SC).
they also did the exact same ghost shinigami thing in yo-kai watch which is where i think they actually keep getting their goofy contract character inspiration from
I feel like this game will have a good story to be honest, you read a interview in the the video... But I thought one part of the interview said that kodaka and ushikoshi talk about a mechanic that they want to keep secret but is a mechanic that would make the game's story crazy, and in order to get this mechanic to work they had to hired a lot of writers... So I don't think your theory of that those different endings being just no so much is partially false... I think that this core secret mechanic will absolutely have something to do with the gameplay and with this different endings an information you received... This project will put together kodaka's writing with ushikoshi's multiple endings with each ending giving you different information to get to the good ending.. And probably there will be a really bad ending were everyone dies that is necessary to get to the good ending... I think there will also be puzzles and good story overall... But I also feel like this interpretation haves their own problems... Like maybe it could be bothersome to get every different ending to get to the true ending.. Or maybe it will be a engaging experience, either way.. I really hope this game will be great
I'm worried There mere fact alone that they went into debt over this game concerns me. The fact that the protagonist feels hollow is greatly concerning. None of the characters are saying anything intriguing, you can probably guess their cliche and be relatively correct. I just hope that it's written well. That bastardofthegame looking character has a sister in the cast. I hope they do something unique and set him off in routes where you fuck up and get his sister killed or something of that sort. I just hope there's SOMETHING since some of those characters look 1 dimensional and I don't want to spend 100 days with a shallow protagonist interacting with basic archetypes.
some of the characters might not be what they appear to be at first glance. Also i see the fact that kodaka went into debt for this game as a good sign, it means he's got confidence to put everyhing on the line, that this game will be a banger.
I honestly like this game and its gameplay as a Danganronpa fan, it seems like a really fun game. But honestly, if this was a sequel to Raincode, i would be even more happy
Weirdly this game looks more appealing to me, as someone who likes strategy games, and I liked Lost Dimension, an RPG with a Danganronpa-style "party elimination" system. My main concern is this being the true spiritual successor to DR, because, while Rain Code wasn't my favourite mystery game, it had a lot of potential as a new IP and I'd love to see more sequels. I hope Kodaka works on another one someday. The 100 endings is definitely worrying, but my guess is it'll be like Nier Automata: most of them are short, silly bad ends and maybe 5 or so are fully fleshed-out. Actually, maybe there's just a different "ending" for failing on each of the 100 days, making them more like variant Game Overs than real endings.
I think I'll get the game. However, if there are 100 endings, there has to be either good replayability or branching segments. I'm also hoping the mascot has a superhero transformation equivalent to Shinigami's magical girl transformation.
I get huge "13 sentinels" vibe from this game (after ignoring Danganronpa coat of paint). That had some pretty huge mysteries, and the gameplay was tactical robot warfare. I initially was totally not sold on the gameplay part of that game, but it all made sense by the end. So I'm willing to give Hundredronpa a chance. Just don't make the gameplay as janky and unpolished as World's End Club...
I'm more a fan of Ishikoshi but that man its the definition of hit and miss( never a miss for me however...) and I dont feel like this one will be a hit. Just my gut feelings.
I’m looking forward to this game actually. I agree with your concern about the comparisons with Danganronpa. It’s clear to me that they’re gearing towards those who love Danganronpa which could set up false expectations. It would’ve been cool if they showed something more than just 16 students trapped in a school.
5:22 Im sorry but i know alot of people compare them and i just dont see it. the only thing in common are the Red school Uniform but its not like those kinds of uniforms are never seen before
If you're worried about a game made by both Kodaka and Uchikoshi, then I think you don't know them... They're the most unpredictable storytellers in video game history... As someone who played video games for 1 and a half decade... That means something
this is actually reminding me a lot of Digimon Survive, funnily enough. I think Tactical RPGs are a recent hit in terms of "genres that blend well with visual novels"
0:48 Raincode felt more like Ace Attorney..... Investigations. Someone commits a murder and someone else is given the blame for it. Your job is to prove the suspect's innocence by figuring out who actually did it and how they did (and also why) and to collect the nessery clues, evidence and testimony to accomplish this task. Your main adversaries are the leaders of the investigation teams who are trying to prevent you from uncovering the truth by constantly making arguments in regards to why the main suspect is guilty.
Danganronpa-If that one episode of Johnny Bravo where he was a trendy artist became a game franchise. No disrespect to the actual game but it does feel like it.
To be honest I'm most hyped for this game than in last few years for any other game,we don't know much but I'm still hyped, maybe there will be mastermind between students who knows and we all know this isn't Danganronpa and we can see difference between Monokuma and this new mascot
What makes me most excited to play this game is definitely Kodaka and Uchikoshi teaming up, they're both great individually, so them working together will give us something nice at least
This game was an especially entertaining whiplash for me because recently my friend has been forcing me through danganronpa. It. Is not for me. But in like a comedically over the top way Meanwhile I LOVE ace attorney with my entire heart and soul So to have INVESTIGATIONS finally be remade and TRANSLATED???? I was over the moon And then to immediatly be hit with. Wait that kinda looks like danganronpa. Wait.... 16 students?? Not all will survive????? DESPAIR?????? Unnecessary levels of whiplash I showed my friend the trailer for investigations then he saw the trailer for this game and just kept excitedly saying "DANGANRONPA 4!!!!!!"
I actually have a theory/prediction that like say on the 50 or 60 day in the game or so. The MC and (possibly) some of the surviving students somehow escape the academy and into the ruins/wilderness. (Similar to say the beginning of World’s End Club) It may or may not have filler, or it could be something to reveal the girl with with the MC is alive. Idk the point I’m making is, if they’re gonna do a game that takes place over the course of 100 days they are probably gonna do something to spice it up.
I only have played Danganronpa 2 and 1, I really like both of them but in my opinion I rather have more gameplay than visual novel elements, the moment they announced LDA and was a tactical game I was instantly hooked. I hope this game meet the expectations of the fan base.
I can understand yours and other peoples concerns for this game but I do believe that this will be a more mystery centered game and the rpg gameplay comes second because Kodaka and Uchikoshi always focuses more on the overall stories then their gameplay from what I’ve seen from their previous games. RPGs aren’t for everyone so it’s ok if it’s not for you but I do have faith in their storytelling 💯 I’m actually optimistic about this game and can’t wait to hear more about it!!
I am not a fan of strategy battle games similar to Fire Emblem, which definitely makes me agree with your points that this game visualizing itself as DR/Raincode will give many false expectations leading to potential disappointment. HOWEVER, I will give it the benefit of the doubt that it stays original to itself for being a crossover between Kodaka and Uchikoshi, whereas it's not like it's literally DR/Raincode and Zero Escape combined, rather something different that makes it its own identity. Yes, the art style and obvious DR format as well as the character designs scream DR too much, but I guess that's what makes it "crossover", whereas Kodaka implements his style, while the 100 endings from choices is Uchikoshi's style. Overall, I will give this game a play since it appeals to me as a DR/Raincode fan and Zero Escape fan. Overall, all your points in the video are correct.
I'm being hesitant and not buying it! I have a clear bias for Uchikoshi's work and seeing he's not as involved as Kodaka is really concerning as I've grown to dislike his works more and more as time went on so yeah, depending on how many of Kodaka's flaws are in the game I'll consider buying it or not
im definitely excited for this game, i love me some fire emblem gameplay and this game seems very similar to three houses, it being very resembling of DR is not a concern for me, i think most people just look at the rui komatzuzaki artstyle and go "Is that Danganronpa?" (i know hundred line is less subtle about this, but even Rain code had people believing it was connected to DR just because of the Rui art, Masafumi score and pink blood, when it was something completely different.)
I think the ideas is that it could be as tight and broad as they hope, or be extremely sloppy and too in love with itself over making fundamental satisfaction.
@@cyntheziserThe steam page, the game will be in Japanese, English, Traditional and Simplified Chinese. Raincode had 8 languages, Death Come True had 11 languages, World's End Club had 14 languages
I’m surprised you aren’t a fan of RPGs! I guess I always thought there was a lot of overlap between VN and Jrpg fans. Like I’ve seen a lot of Dangantubers talk about Danganronpa and Persona for example.
I wouldn’t say I’m not a fan! I’m sure I’d love games like persona, the thing that usually holds me back is the time commitment. 20 hour mystery games are one thing, 100 hours is another 😅
I liked all ZE games and 1st AI game from Uchikoshi. Danganronpa had been hit or miss (1st game and partially v3 are cool, everything else - not to my taste). But ever since Kodaka and Uchikoshi started collaborating, I didn't really enjoy anything they put out (World end club, Rain code, AI:NI). My only hope is that they are still trying themselves out with throwaway ips to recapture some new direction for themselves (except AI:NI, but in this game it reads like creator still has a soft spot for ZE games, so maybe those are his priority). Anyway, 100 line defense academy 100% looks exactly like this kind of throwaway ip, so I expect it to be disappointing and heavily reliant on it's "spiritual ancestor", but at the same time it is ok that this game wouldn't be for me if it'll open possibility for future really interesting to me games from Too Kyo. At least that's how I see and interpret the situation
Even though I've never played a danganronpa game before (as of this comment) I still can't help but feel mixed about this new game, because it all but dashed any hopes (no pun intended) of there being an actual DR4, considering the fact that v3 has ended the franchise on an ambiguous note. If there is going to be a dr4, it'll most definalty not be made by kodaka and will take place in another universe with a self-contained story. That being said, I would find it funny if LDA somehow managed to surpass the popularity of danganronpa as a whole. P.s. isn't it disappointing that the protagonist that was originally going to be an interesting female (allegedly) was changed to a generic boring male?
I am kind of skeptical towards the game for now. Maybe due to everything we have been shown. Perhaps, when more comes out I may change my mind. I personally was underwhelmed by Raincode and previous games that have been put out. The mascot looking like Shinigami and the designs of the characters doesn't help. Since at least Raincode's characters look a bit more unique. I am not the biggest fan of tactic games. The game having multiple endings could be fun though. But I am skeptical of what other gameplay and what this game will feature. I personally would have loved a mix of their gameplay styles like the Ace Attorney and Professor layton. Since that blended puzzles and trials. I am hoping it will look better as another trailer comes out and we get more information.
Is it just me or has the character designs been getting more and more paler? Seriously, these people look as though they really need to go outside for a change.
The ending of V3 is great, how much can you cry about how bad it is? You don’t perceive it so much that you even attribute the game to a parallel universe😂😂😂
I think LDA is trying to be a "Danganronpa" of a different genre, Danganronpa is a visual novel mystery game while LDA is a tactical RPG with some visual novel elements and frankly I don't think that's a problem, It'd be restrictive to only make games in 1 genre
It's Danganronpa Fire Emblem
I think it’d make sense to call it a Danganronpa spin off, maybe connect it to the lore a little. Feels like they’re just ripping themselves off.
@@jigglypuff452 It could also be to mess with us. We go in, think we know what to expect, and then get blindsided. Or maybe this is just a big swing for the company, so they returned to something familiar to help reduce the risk.
@@jigglypuff452it wouldn’t if it’s not connected to danganronoa in anyway
One thing to remember with Kazutaka Kodak is that he likes to break expectations. He’ll put a heavy marketing emphasis on certain characters in a game, only for them to die in the first chapter (he’s done this three times at this point!). He’ll make a characters name an anagram for “I am Makoto Naegi, only to make that character act VERY VERY VERY differently from Makoto Naegi (actually, he has a bit of a problem with naming characters Makoto, he has also done that three times). He’ll take an iconic stylistic choice into his next project, only to reveal that it’s not just a stylistic choice (definitely one of my favorite twists in rain code).
In other words, Kazutaka Kodaka likes to set expectations, only to break them. I won’t say I’m above insecurities over this project, I’m pretty nervous about it, I admit. But, there’s nothing i personally can do about that, so I’m gonna let him cook.
This however creates a paradox, in which Kodaka ends up creating expectations of his own, he hasn't exactly managed to break those expectations. Every chapter 3 has a terrible double murder case that always the worst in thier respective games, every chapter 4 is every buff character's Achilles heel.
It ironically causes danganronpa to become the very thing it stood aganist: being predictable.
@@VGF80I mean this comment wasn't just talking about Danganronpa, but about Rain Code as well. But it's true that the games became formularic... but I think there's a good reason for that.
If you ignore V3 for a second DR2 is similar to the first game by design and to eventually catch you off guard. The game openly states in chapter 4 how the cases from the first and second game seem to parallel each other. Only for them to break the formular in that very chapter and the one after it. Chapter 4 wasn't a suicide like in the first game, but we were led to believe it would be by the game acknowledging it's similarities and then chapter 5 took people completely off guard by killing not one but two main characters in one chapter, something the first game with it's trio didn't dare to do.
V3 tries something similar by doing the least expected things first which is supposed to make the game less predictable in the long run, granted this doesn't work as well, but the attempt was there. Not to mention V3 is a parody of long running series, so becoming formularic I think is part of the meta writing here, as stupid as that reason may be.
You can talk all about results in hindsight, but what matters is context and if you cherry pick similarities of course it will look predictable by the end.
I'm not saying it's not predictable, it often was and trust me I hate formularic writing as much as the next guy, but I can at least give them credit for trying to use formularic writing to make us think wrong in the moment, even if it makes the story look more predictable in hindsight.
@@ProfessorNiloDanganronpa uses the formulas to keep writing more consistent and strong.
Take pokemon for example. They got the same 9 starters with matching types formula, 2 box legendaries excl gen 1 (sometimes 3), an electric rodent, a silent mc, a rival, usually 8 gym leaders, etc.
It would become messy if it tried hard to break all its core. In a game of 16 characters and a ton of murder cases it helps them be able to write a strong story without needing to come up with a ton of new tropes. They can twist the tropes. I believe it allowed them to make cases stronger, especially in DR2 improving from past cases.
The first chapter having a seeming important character die makes total sense and killing Kaede feels very unique, revealing a secret murderer in the past life in Trial 2 doesn’t really affect the case and the characterization of Toko/Syo, Fuyuhiko/Peko, and Maki is very different. Chapter 4 kills a buff character. Nekomaru and Gonta died at the right time and I don’t think they had potential to be survivors. The 5th Trial of Danganronpa 2 is incredible and completely fixes use of the first game’s. V3’s is a little similar but the motivations, emotions, mystery and roles are pretty powerful and different. And the emotions. Throwing in Maki helps too. I think a case similar to DR2 5s makes sense since it was so strong. The real issue is Chapter 3s, which I won’t even get into much. Could’ve been better if there were 2 killers in V3.
As for main trio u could say Shuichi/Kaede/Kokichi are the main trio of V3 but this ain’t super accurate, the game breaks the trio formula. The true support is rlly Kaito, and Kaede dies in Chapter 1.
@@jigglypuff452 I don't really think your comparison works.
Let me explain.
It is true that formularic writing can be a good foundation for a series, especially when gameplay is the focus. With your example Pokemon that is undoubtedly true, a strong foundation leads to consistency, which is why it bebefits a gameplay driven game like Pokemon.
But your comparison doesn't work because Pokemon and Danganronpa are not even remotely similar.
DR is a narritive driven murder mystery visual novel, it could not be further from Pokemon in terms of structure.
But before I tear into why a formula is not beneficial for DR I want to correct a misconception.
I do not think characters shouldn't have archetypes, they are good because there are only so many unique personalities you can create if you don't want to heavilly exposition how everyone is unique or perfect only one character over the time of a year.
Archetypes in themselves aren't the problem, I don't mind a standard protagonist, a complex antagonist, a smart helper... etc.
My problem is how they are used, more specifically how due to formula they become predictable, you can have archetypes, but you better try something interesting with them. After the third gentle giant sacrifices themselves near the end of the game it's no longer shocking and it's no longer interesting.
Which let me get into why formula is bad and how without it these games could be much more fun and why they should be structured that way.
So you get 16 characters, not too many, but still quite a few... your job is to systematically kill them off in a death game setting that follows a mystery structure... easy right? Of course not, or rather it shouldn't be.
It's a mystery and a death game, so your job as the mystery writer is to 1. "Write a good mystery" and 2 "Keep people guessing". Your mystery can be as complex and fascinating as it wants... if your mystery is predictable by anyone who isn't awful at pattern recognition then there are no stakes. And a death game without any stakes is... ironically, a death sentence for your story.
Same is true if you're all shock and no substance, subverting for the sake of subverting accomplishes nothing.
So how should a death game murder mystery be written. Simple actually, don't follow a too predictable structure. Let's say we keep 16 archetypes as characters, but change their roles.
We could easily kill off a nobody first and develop their character into someone important over time. Mukuro is the perfect example of this, killed off for seemingly no reason, but ultimately a key piece in the final chapters. Why can't we have a sympathetic killer who killed more than one person, why can't the buff character be selfish, why can't a small seemingly innocent character be a killer, forcing them to handle a murder more creatively because of their stature and limitations.
There is so much potential here if you didn't do the same stuff over and over again. Change up the trial order a bit... have a double murder in chapter 2, heck have a tripple near the end... raise the stakes of this game. Why not have multiple antagonists so that you can write a conflict with two wrong sides and you can kill one off halfway through the game and redeem the other in the other half. Stop having nothing characters that only survive because they had no time to get killed off.
All that I want is for a murder mystery to not be the same thing in a different color over and over again... but I hear you, that takes time and effort, well why are making a story if you are just doing the same thing over again, if it's practically the same it doesn't need to exist.
To get back to Pokemon, yes it's consistent, but even its series feels watered down and unfinished to most by now. And people have been complaining about the lackluster story since Black and White ended.
A strong foundation means nothing if your house is made of the same material the old house was made out of... by repurposing the same material you just now have the old house but out of withered materials, yeah it will hold for a bit, but it's not nearly as strong or impressive as the first house was.
@@ProfessorNilo my point is that in a series with a ton of characters it makes sense for there to be formulas that get played around with and mixed up. Ofc they aren’t the same and yea Pokémon became crappy, but it allows them to focus more on the surface underneath and focus more on emotions and characters by giving a foundation. The formulas of Chapter 1, 2, 5 were okay. The cases are all still very different from each other and have a lot of depth that allows for the similarity imo. I do agree though Gonta’s sacrifice was a little lame. But where it gets redeemed is Kokichi is basically the killer and Miu tried to kill, never had 3 at once. It was also strong because the way it brought interactions between the characters. It helped assert Kokichi as an antagonist at his highest and truly made him feel like a threat, and truly established Kaito and him as foils. Gonta not knowing he committed the murder and refusing to believe he’s a killer is a good twist, and the mystery of the Neo World was great. Establishing Miu’s best invention and her as a paranoid girl who truly wants her enemy dead and wants to help the world with her inventions and get validation was cool. Nekomaru’s death could’ve been better if they gave Akane noticeable development, but I wouldn’t change it otherwise. If you follow the game’s formulas he would obviously die. However other than him, and sorta Ch3 which I’ll get to, I don’t agree that most of the formula makes the story obvious. Killing Kaede was unexpected, they used Shuichi as the red herring. In Chapter 2 you don’t know who the secret killer is, so if you catch on to the formula it would be fun guessing who it is. Chapter 5 you already know the detail it’s unsolvable from when it happens, so it’s a tough case to crack and you won’t know who the killer is. In V3 you even need to figure out who the victim is. You may know a small detail like oh we’re about to have an unsolvable case, but you won’t know who will die or how. Excluding Gonta.
Excluding double murders, the case tropes are just a smaller detail of a case, they all go way beyond them. and the characters aren’t killed that systematically. They give a sense of familiarity to old fans. The games have tons of twists that make up for these tropes.
You may be able to predict that there would be a double murder which also is a little let down, but on the plus side you still won’t know anyone who dies or how.
I understand the double murders argument. DR2 Ch3 could’ve been good it was just poorly executed. Same as V3’s, having it be a double murder would help it subvert expectations. Having a double murder in a different chapter would make sense if they make a new game, but I wouldn’t change it for the 3 games we have. If they had a double murder in Ch2 it may feel like too many characters get killed off early.
Personally, I feel like Rain Code would have made more sense for the Kodaka and Uchikoshi crossover because I feel their mystery labyrinths need more active puzzle-solving aspects similar to The Zero Escape rooms of the AiNi somnia (I state AiNi specifically because those are more logic-based while the first game has more trial-and-error based somnia).
It is funny that Hundred Line seems to be the most different gameplay-wise, but style-wise, it feels the most derivative. Akudama Drive, Tribe Nine, and Rain Code, while made by the same artist, each feel like they have something unique about them. As for Hundred Line, to be honest, it just feels like I’m looking at concept art for characters Komatsuzaki has already designed. In fact, Takumi’s design looks near-identical to what Vivia Twilight used to look like (He initially had red hair), and don’t get me started on Sirei (the fact he was originally gonna be a realistic Tanuki saddens me because that would be so much more original). I just hope this game ends up being good.
5:27 fun fact. all his known sprites have the exact same poses and facial expressions as kokichi.... ngl it was like that for chars in raincode too just people didn't notice-
The website for the game translate the abilities as “Hemoanima” . I think it’s taking the “Hemo” from Hemoglobin meaning the abilities are blood based.
We also see in a separate teaser trailer from the one in the direct a boss enemy who slits his own throat. So perhaps the enemies (or at least the boss enemies) share the same abilities as the protagonists?
"It's not Danganronpa, we swear." - The devs, probably.
My first thought is that it's Kodaka continuing his brand as part of a legally not Dangaronpa IP because that is owned by Spike. It's honestly no different to me than Kaga making not Fire Emblem (Tearring Saga) or Murayama making not Suikoden (Eiyuden Chronicle). Just the trend of creatives leaving big name companies and making more of their works while working around IP.
Or the ex-Rare employees making not Banjo-Kazooie (Yooka-Laylee)
Too lazy to edit the above so I'll just throw this out too: Koji Igarashi making not-Castlevania (Bloodstained)
I enjoy Danganronpa and Zero Escape for the mysteries. I'm worried this game will not have many good mysteries.
The main selling point of LDA seems to be its gameplay, which is personally the last thing I care about.
I’m not that worried personally. The steam page says there’ll be 100 endings which would lend itself to another big beautiful Uchikoshi Flowchart :)
Bro this is a game made by the Danganronpa and Zero Escape creators, there is no way they weren't on PCP when they wrote the script.
@@danielzakgaim2764well, actually... I read on an interview they have with the creators of this game (that's Is just on japenese so I translated with Google translate) say that they focus in the script a lot.. Thanks to a "secret mechanic" they don't want to reveal until the launch of the game but they affirm "we hired a lot of script writers to make this ambitious project and mechanic to be possible, and we assure you, you might think we are crazy after you see what it is" I doubt they would say that in the bad sense... I think they are really proud on this mechanic for the story that will blow away all expectations.. And that makes me exited
@@Xenigma5050I never got into ushikoshi personally... Just because the puzzle mechanics aren't for me.. I am too dumb... But I do like the story of 999 since I watch it and Ai sonium files 1 and 2.. The first one because I watch a gameplay of it... And the other two's because they focus more on the soniums mechanic..
But for what I know.. Is that I like their way of writing.. It might be too complicated.. But so sastifying to see each piece of the puzzle making more and more sense with each ending.. To unlock the true good ending..
Is complicated but rewarding I would say.. And if this follows that pattern along with the danganrompa writing I feel it will be awesome!
And not bothersome puzzles about what plate is better to eat meat or fish.. Maybe some more easy ones? But yeah... I also feel like soon we will get the characters profiles.. The characters is also one of the best points I want to see.. Like.. If this have danganrompa level of characters along with a true good ending.. That would be a dream come true! Finnaly I will be able to save the big guy/girl... I don't know who it is.. But I am sure they will be there.. It will be the first time for a kodaka game to have the big character survive! I will save them!
End of the day, I'm still gonna play it and just hope I'll like it.
It's crazy how heated a lot of people get over the game "lacking a visual idenitity", 'cause IDK why that's something a common person should be concerned about. I even saw someone on Twitter saying the entire Direct was ruined for them over the game being revealed and that it made them feel sick. People really treat Kodaka's works way too seriously, lmao
I can definitely understand your concerns for this game. The game certainly looks a little too derivative of Danganronpa and other past works in art style and concept. Also I definitely understand your worries of this game not being this big mystery story given the two devs’ previous track records.
Me personally, I’m still pretty excited as I’m a big RPG guy but I am extremely nervous that the game will try to do too much leaving everything super muddled. This collaboration feels like it’s either going to be the best game we’ve seen from both these developers or it’s going to sink and end up not being great.
I actually think it will be in the middle, this game will be actually be huge! Like, enormous! They said the project was anvicious, they said they went in debt to make it happen, even if it isn't mentioned in the video, they also hired a lot of writers to help and that doing this was important...
I feel like this game will have parts that they will love a lot, maybe the true ending, the characters.. The mechanics and certain parts...
And others maybe too experimental or rushed or maybe strange...
Keeping it in balance.. And will be a really good game for many and objevtibly speaking.. And for others it might be just okay...
I am personally exited to be honest...
At least I think they will build really good characters that we can grow attached to...
I was so proud of Kodaka for finally moving away from a school setting with Rain Code. Made me hope that he might not fall into his old patterns in the future.
So, anyone else got the feeling we will see a "Student's, there is a traitor among you" line in the first hour?
Can't wait for this game to have Vanilla Ice Cream personified for a protagonist and a super totally hilarious creep character that will definitely make everyone laugh!
I'll just keep my expectations to a reasonable extent (based on my experience from the two's many works like DR, ZE, MDF:RC, AiTSF, etc.), though I'm still as hyped as I could ever be. I won't worry too much on the story aspect, or mystery element, or gameplay, because it'll really just depend on the delivery and pacing. The only thing I'm really concerned with is how Kodaka mentioned how they're still into debt from the game (cmiiw), so that's a li'l something to think about.
Plus, I'm a fan of tactics game (specifically FE) so this is a mix of genres I like. Not to mention how I actually love the gameplay and mechanics of Zanki Zero, even though it's not by the same creators (but still from SC).
they also did the exact same ghost shinigami thing in yo-kai watch which is where i think they actually keep getting their goofy contract character inspiration from
I feel like this game will have a good story to be honest, you read a interview in the the video... But I thought one part of the interview said that kodaka and ushikoshi talk about a mechanic that they want to keep secret but is a mechanic that would make the game's story crazy, and in order to get this mechanic to work they had to hired a lot of writers... So I don't think your theory of that those different endings being just no so much is partially false... I think that this core secret mechanic will absolutely have something to do with the gameplay and with this different endings an information you received... This project will put together kodaka's writing with ushikoshi's multiple endings with each ending giving you different information to get to the good ending.. And probably there will be a really bad ending were everyone dies that is necessary to get to the good ending...
I think there will also be puzzles and good story overall...
But I also feel like this interpretation haves their own problems...
Like maybe it could be bothersome to get every different ending to get to the true ending.. Or maybe it will be a engaging experience, either way.. I really hope this game will be great
It's pretty obviously DR4 with a Fire Emblem-shaped finger under its nose, going, "I can't be Danganonpa; Danganronpa doesn't have a mustache!"
I'm worried
There mere fact alone that they went into debt over this game concerns me. The fact that the protagonist feels hollow is greatly concerning. None of the characters are saying anything intriguing, you can probably guess their cliche and be relatively correct.
I just hope that it's written well. That bastardofthegame looking character has a sister in the cast. I hope they do something unique and set him off in routes where you fuck up and get his sister killed or something of that sort. I just hope there's SOMETHING since some of those characters look 1 dimensional and I don't want to spend 100 days with a shallow protagonist interacting with basic archetypes.
some of the characters might not be what they appear to be at first glance. Also i see the fact that kodaka went into debt for this game as a good sign, it means he's got confidence to put everyhing on the line, that this game will be a banger.
I honestly like this game and its gameplay as a Danganronpa fan, it seems like a really fun game. But honestly, if this was a sequel to Raincode, i would be even more happy
Weirdly this game looks more appealing to me, as someone who likes strategy games, and I liked Lost Dimension, an RPG with a Danganronpa-style "party elimination" system. My main concern is this being the true spiritual successor to DR, because, while Rain Code wasn't my favourite mystery game, it had a lot of potential as a new IP and I'd love to see more sequels. I hope Kodaka works on another one someday.
The 100 endings is definitely worrying, but my guess is it'll be like Nier Automata: most of them are short, silly bad ends and maybe 5 or so are fully fleshed-out. Actually, maybe there's just a different "ending" for failing on each of the 100 days, making them more like variant Game Overs than real endings.
I think I'll get the game. However, if there are 100 endings, there has to be either good replayability or branching segments.
I'm also hoping the mascot has a superhero transformation equivalent to Shinigami's magical girl transformation.
I get huge "13 sentinels" vibe from this game (after ignoring Danganronpa coat of paint). That had some pretty huge mysteries, and the gameplay was tactical robot warfare. I initially was totally not sold on the gameplay part of that game, but it all made sense by the end. So I'm willing to give Hundredronpa a chance. Just don't make the gameplay as janky and unpolished as World's End Club...
Lol idk why but that random mention of Rintarou was really funny to me.
But in all seriousness great video!
I'm more a fan of Ishikoshi but that man its the definition of hit and miss( never a miss for me however...) and I dont feel like this one will be a hit. Just my gut feelings.
I’m looking forward to this game actually. I agree with your concern about the comparisons with Danganronpa. It’s clear to me that they’re gearing towards those who love Danganronpa which could set up false expectations. It would’ve been cool if they showed something more than just 16 students trapped in a school.
If this game is going to have 100 endings, then we will be in for a long journey.
5:22 Im sorry but i know alot of people compare them and i just dont see it. the only thing in common are the Red school Uniform but its not like those kinds of uniforms are never seen before
If you're worried about a game made by both Kodaka and Uchikoshi, then I think you don't know them... They're the most unpredictable storytellers in video game history... As someone who played video games for 1 and a half decade... That means something
5:29
Honestly, that girl looks more like the lovechild of Genocide Jack and Monokuma.
this is actually reminding me a lot of Digimon Survive, funnily enough. I think Tactical RPGs are a recent hit in terms of "genres that blend well with visual novels"
0:48 Raincode felt more like Ace Attorney..... Investigations. Someone commits a murder and someone else is given the blame for it. Your job is to prove the suspect's innocence by figuring out who actually did it and how they did (and also why) and to collect the nessery clues, evidence and testimony to accomplish this task. Your main adversaries are the leaders of the investigation teams who are trying to prevent you from uncovering the truth by constantly making arguments in regards to why the main suspect is guilty.
Danganronpa-If that one episode of Johnny Bravo where he was a trendy artist became a game franchise. No disrespect to the actual game but it does feel like it.
To be honest I'm most hyped for this game than in last few years for any other game,we don't know much but I'm still hyped, maybe there will be mastermind between students who knows and we all know this isn't Danganronpa and we can see difference between Monokuma and this new mascot
What makes me most excited to play this game is definitely Kodaka and Uchikoshi teaming up, they're both great individually, so them working together will give us something nice at least
There is a release date! 23 Apr, 2025!
This game was an especially entertaining whiplash for me because recently my friend has been forcing me through danganronpa. It. Is not for me. But in like a comedically over the top way
Meanwhile I LOVE ace attorney with my entire heart and soul
So to have INVESTIGATIONS finally be remade and TRANSLATED???? I was over the moon
And then to immediatly be hit with. Wait that kinda looks like danganronpa. Wait.... 16 students?? Not all will survive????? DESPAIR??????
Unnecessary levels of whiplash
I showed my friend the trailer for investigations then he saw the trailer for this game and just kept excitedly saying "DANGANRONPA 4!!!!!!"
I think there's a *chance* for everyone to survive in the game in one of the endings,but who knows?
I actually have a theory/prediction that like say on the 50 or 60 day in the game or so. The MC and (possibly) some of the surviving students somehow escape the academy and into the ruins/wilderness. (Similar to say the beginning of World’s End Club)
It may or may not have filler, or it could be something to reveal the girl with with the MC is alive. Idk the point I’m making is, if they’re gonna do a game that takes place over the course of 100 days they are probably gonna do something to spice it up.
There were two new trailers that just came out. How ya feeling about them?
I’d love to see some returning voice actors from the Danganronpa and Zero Escape series.
I only have played Danganronpa 2 and 1, I really like both of them but in my opinion I rather have more gameplay than visual novel elements, the moment they announced LDA and was a tactical game I was instantly hooked.
I hope this game meet the expectations of the fan base.
I can understand yours and other peoples concerns for this game but I do believe that this will be a more mystery centered game and the rpg gameplay comes second because Kodaka and Uchikoshi always focuses more on the overall stories then their gameplay from what I’ve seen from their previous games. RPGs aren’t for everyone so it’s ok if it’s not for you but I do have faith in their storytelling 💯 I’m actually optimistic about this game and can’t wait to hear more about it!!
I for one am excited.
I am not a fan of strategy battle games similar to Fire Emblem, which definitely makes me agree with your points that this game visualizing itself as DR/Raincode will give many false expectations leading to potential disappointment. HOWEVER, I will give it the benefit of the doubt that it stays original to itself for being a crossover between Kodaka and Uchikoshi, whereas it's not like it's literally DR/Raincode and Zero Escape combined, rather something different that makes it its own identity. Yes, the art style and obvious DR format as well as the character designs scream DR too much, but I guess that's what makes it "crossover", whereas Kodaka implements his style, while the 100 endings from choices is Uchikoshi's style. Overall, I will give this game a play since it appeals to me as a DR/Raincode fan and Zero Escape fan.
Overall, all your points in the video are correct.
Nervously excited.
I'm being hesitant and not buying it! I have a clear bias for Uchikoshi's work and seeing he's not as involved as Kodaka is really concerning as I've grown to dislike his works more and more as time went on so yeah, depending on how many of Kodaka's flaws are in the game I'll consider buying it or not
im definitely excited for this game, i love me some fire emblem gameplay and this game seems very similar to three houses, it being very resembling of DR is not a concern for me, i think most people just look at the rui komatzuzaki artstyle and go "Is that Danganronpa?" (i know hundred line is less subtle about this, but even Rain code had people believing it was connected to DR just because of the Rui art, Masafumi score and pink blood, when it was something completely different.)
8:21 V3’s ending is peak though
I think the ideas is that it could be as tight and broad as they hope, or be extremely sloppy and too in love with itself over making fundamental satisfaction.
Dangarompa tactics? Seems like something I would be into.
I'm just sad that after RAINCODE and World End's Club this game will not be in multiples languages 😢
Gonna wait for a fan translation ;-;
Wait,where did u get that from?
@@cyntheziserThe steam page, the game will be in Japanese, English, Traditional and Simplified Chinese.
Raincode had 8 languages, Death Come True had 11 languages, World's End Club had 14 languages
I’m surprised you aren’t a fan of RPGs! I guess I always thought there was a lot of overlap between VN and Jrpg fans. Like I’ve seen a lot of Dangantubers talk about Danganronpa and Persona for example.
I wouldn’t say I’m not a fan! I’m sure I’d love games like persona, the thing that usually holds me back is the time commitment. 20 hour mystery games are one thing, 100 hours is another 😅
@@Barbieronpa Totally get that lol! Huge time commitment. Lost 150 hours of my life to Persona 5 😂
I'm hoping it's like DISTRUST where we can pick who dies...but i know it won't be...cause we all know psycho hatsune miki gonna die
It's a danganronpa in a trenchcoat
I liked all ZE games and 1st AI game from Uchikoshi. Danganronpa had been hit or miss (1st game and partially v3 are cool, everything else - not to my taste). But ever since Kodaka and Uchikoshi started collaborating, I didn't really enjoy anything they put out (World end club, Rain code, AI:NI). My only hope is that they are still trying themselves out with throwaway ips to recapture some new direction for themselves (except AI:NI, but in this game it reads like creator still has a soft spot for ZE games, so maybe those are his priority).
Anyway, 100 line defense academy 100% looks exactly like this kind of throwaway ip, so I expect it to be disappointing and heavily reliant on it's "spiritual ancestor", but at the same time it is ok that this game wouldn't be for me if it'll open possibility for future really interesting to me games from Too Kyo.
At least that's how I see and interpret the situation
Even though I've never played a danganronpa game before (as of this comment) I still can't help but feel mixed about this new game, because it all but dashed any hopes (no pun intended) of there being an actual DR4, considering the fact that v3 has ended the franchise on an ambiguous note. If there is going to be a dr4, it'll most definalty not be made by kodaka and will take place in another universe with a self-contained story.
That being said, I would find it funny if LDA somehow managed to surpass the popularity of danganronpa as a whole.
P.s. isn't it disappointing that the protagonist that was originally going to be an interesting female (allegedly) was changed to a generic boring male?
I am kind of skeptical towards the game for now. Maybe due to everything we have been shown. Perhaps, when more comes out I may change my mind. I personally was underwhelmed by Raincode and previous games that have been put out.
The mascot looking like Shinigami and the designs of the characters doesn't help. Since at least Raincode's characters look a bit more unique. I am not the biggest fan of tactic games. The game having multiple endings could be fun though.
But I am skeptical of what other gameplay and what this game will feature. I personally would have loved a mix of their gameplay styles like the Ace Attorney and Professor layton. Since that blended puzzles and trials. I am hoping it will look better as another trailer comes out and we get more information.
Like why they just won't create danganronpa 4?😭
Because Spike Chunsoft owns the IP, not Kodaka. Unless he returns to Spike, he cannot make a Danganronpa 4. At least from what I’ve heard
@@dphlong2 Can Spike Chunsoft make a new danganrinpa without kodaka?
@@ReimokinDev I doubt they would do that
@@ReimokinDevThe Summer Camp game didn’t have Kodaka, so maybe?
Technically it’s danganronpa 5 because what about Rain code
Who tf is Rintarou Iida???
A character from Wolf Game by Studio Wasabi,that's the least I can say.
Is it just me or has the character designs been getting more and more paler? Seriously, these people look as though they really need to go outside for a change.
More like Danganronpa Adjacent
The ending of V3 is great, how much can you cry about how bad it is? You don’t perceive it so much that you even attribute the game to a parallel universe😂😂😂
5:26 okay everyone else is plausible but how is that not just angie in a different outfit lmao