الاثنين، 16 أكتوبر 2017

Danganronpa V3 Guide – Walkthroughs for Every Class


Danganronpa V3 Guide – Walkthroughs for Every Class


Non-Stop Debate
Weak Spot – Argue Point “Was eaten alive”
Truth Bullet – “Monokuma File 2”
Question: When did Ryoma drown?
Answer: Before the show started
Non-Stop Debate
Weak Spot – Agree Point “Secret hatch”
Truth Bullet – “Water Tank Trick”
Rebuttal Showdown
Weak Spot – Argue Point “Water Everywhere”
Truth Blade – “Wet Staircase”
Question: Why weren’t Himiko’s clothes wet?
Answer: She changed her uniform
Non-Stop Debate
Weak Spot – Argue Point “No one saw anything”
Truth Bullet – “Gonta’s Account”
Non-Stop Debate
Weak Spot – Agree Point “Body and piranhas were separated”
Truth Bullet – “Square Glass Pane”
Question: What exactly was obscuring the body from view?
Answer: Crammed piranhas
Question: When could the culprit have set up the scene?
Answer: Yesterday, before nighttime
Question: What clue helps determine when Ryoma was killed?
Answer: Witnessing Ryoma
Mass Panic Debate
Weak Spot – Argue Point “Stay in the gym”
Truth Bullet – “Kokichi’s Account”
Question: The person who can be eliminated as a suspect is…?
Answer: Miu Iruma

Let’s Take it to Trial

Let’s Take it to Trial


Danganronpa V3’s trials are some of the longest in the series, going on more than two hours each, especially if you don’t speed read and skip the spoken dialog. Some moments could have been shortened if the game didn’t feel the need to reiterate plot points three or four times each. The lack of any nuance can feel insulting to the player’s intelligence at times, like a friend who always elaborates on the punchline of every joke or leans in and over-explains what’s going on in that movie or TV show you’re watching. Forget subtlety. Danganronpa V3 is going to clearly let you know three or more times why the character did the thing.
On the note of nuance, sometimes there are portions in the trial where my conclusions have already moved beyond those of the students investigating the crime. My responses to some questions then ended up being “wrong,” when later on they turn out to be right based on additional evidence that I had already surmised the purpose of. It’s a rare occurrence, but one that seems an oversight to not benefit the smart players that are able to make their own deductions, rather than wait for the class trial to tread that path.

Interactive Novel

Interactive Novel


Being a visual novel means there is a lot of reading to do, but what were you expecting getting into this? Amazing art and a sense of style keeps things interesting, particularly on the PS4 where the game can really show its flair more than the past two have. I can’t speak for the Vita version, but the PS4 version never felt like a port of a handheld title. It always exhaled a quality that said it was made for my TV. That very vibrancy is something the previous games have embraced to contrast the mature content, with the style continuing to shine in this third part of the trilogy.
The prologue gets a little long in the tooth, painfully pointed out by Monokuma in a fourth-wall breaking comment. The self-referential humor is funny, but I would rather the prologue be half the length at the expense of that one joke. It’s an issue all of these games seem to have as they chug slowly out of the gate, struggling to introduce 16 characters and get you invested in all of them from the drop. Once you first glimpse that signature Danganronpa pink blood though, be ready for the mysteries to grab you and never let go, full of moments that you’ll never see coming throughout.

danganronpa v3 guide 1

danganronpa v3 guide 1

I love stories and plots that revolve around impossible decisions. The Prisoner’s Dilemma is a fascinating bit of game theory that really ups the stakes of human psychology and sociology. Balancing trust and self-preservation is something that we all deal with on a daily basis, whether in our professional or personal lives. Films like Battle Royale are horrifyingly intriguing to me, taking caricatures and stereotypes and placing them within primal life and death scenarios. This is the premise of the Danganronpa series. Sixteen students are locked away and given motive to murder one another in an event so glibly called “the killing game” by series antagonist and mascot, Monokuma. Ignore the fact that he’s a bizarre black and white robot bear, or perhaps embrace it. This is Danganronpa, the dark and murderous psychological side contrasted sharply with the bright colors of the game and light humor of a talking teddy bear as the master of ceremonies.
The fact is, Spike Chunsoft has done this twice before. It’s always the same. Sixteen students come together with little-to-no memory of how they got there or what is going on. After a lengthy meeting period and some ruminating on their situation, the black and white Monokuma shows up to force the unwilling participants into the killing game by any means he can. Suspicion begins to descend on the group, and as the dominoes fall, people die and trust is eradicated through brilliantly interlacing mysteries that put every character under intense scrutiny. Knowing that characters will start dying increases the anticipation of who will go first, and who caused their demise.