DANGANRONPA: TRIGGER HAPPY HAVOC (VITA)
Amongst its library of games, the PlayStation Vita has become something of a haven for visual novels. Zero Escape would flourish with Virtue’s Last Reward, Steins;Gate took a dip into time-travel and a slew of other titles would make their way over to Western Vitas. Danganronpa: Trigger Happy Havoc, developed by the same minds behind VLR, follows the trend too. But it stands atop the pile, with a seriously slick visual style, an engrossing plot that keeps you on your toes and surprisingly deep gameplay which anchors the storytelling. Any Vita fan would be remiss to neglect this one.
Makoto Naegi, seemingly winning the draw of his life, is randomly chosen to attend Hope’s Peak academy. Only accepting students deemed “Ultimate” in their field, Makoto is dubbed the Ultimate Lucky student as while completely unremarkable – a fact he admits himself – he was considered especially lucky to win his place. Unfortunately, it’s immediately clear that the situation is far darker, as after losing and regaining consciousness, Makoto and his other students are subjected to a game where murder is the only means of graduate, something that must be achieved without being caught. At the centre of all this is an unnerving bear named Monokuma, who stirs the pot to a lethal degree.
A likely story! Who does exercise, of their own free will?
With this much pressure on, murder is almost an inevitability. Divided into six distinct cases, Danganronpa plays like a mix of Phoenix Wright and Zero Escape. After a body is discovered, you must then investigate the crime scene and areas of interest, locating pockets of info dubbed Truth Bullets. Once all info is discovered, you then enter the Class Trial, where you attempt to figure out the culprit and their method. Naturally, this plays out amongst great tension, as not only are students’ lives at risk, but every one of them is a potential suspect, with the culprit attempting to prevent the truth from surfacing. With rules in place, such as selecting an innocent student leading to all others being executed, there’s a considerable degree of intrigue and despair.
Investigations play out in a 3D area, with objects of interest being available to scan. Makoto can explore each floor of the school as they gradually open up more of Hope’s Peak after each case. It feels rewarding to unravel more secrets of the school, with pieces of the puzzle opening up as the environment does. Court Trials play out with a multitude of phases. Nonstop Debates require you to pick apart testimonies and use the aforementioned Truth Bullets to shoot contradictions down. Hangman’s Gambit lets you piece together a vital clue by shooting down letters to spell out said clue. Bullet Time Battle pits you one-on-one as you lock on and shoot down remarks to weaken an argument, ready to deliver the final blow at the end. And lastly, Closing Arguments let you satisfyingly piece together the whole mystery using gorgeous comic strips. The gameplay seems disparate, but it comes together to form a grossly engaging whole.
Investigations play out in a 3D area, with objects of interest being available to scan. Makoto can explore each floor of the school as they gradually open up more of Hope’s Peak after each case. It feels rewarding to unravel more secrets of the school, with pieces of the puzzle opening up as the environment does. Court Trials play out with a multitude of phases. Nonstop Debates require you to pick apart testimonies and use the aforementioned Truth Bullets to shoot contradictions down. Hangman’s Gambit lets you piece together a vital clue by shooting down letters to spell out said clue. Bullet Time Battle pits you one-on-one as you lock on and shoot down remarks to weaken an argument, ready to deliver the final blow at the end. And lastly, Closing Arguments let you satisfyingly piece together the whole mystery using gorgeous comic strips. The gameplay seems disparate, but it comes together to form a grossly engaging whole.
There's always one who can't stand the disco environment
Of course, playing wouldn’t be much fun if the story didn’t keep you going, but luckily, Danganronpa is bolstered by concise writing and a fantastic narrative. Developing more than a dozen characters isn’t easy, but sharp dialogue and distinct personalities keep everything in place. So when the bodies start dropping, it’s hard to watch characters who you’ve grown attached to murder, not because they’re bad people, but because of the desperate situation. Cases unravel into weaving, complex strands that all have reasonable yet dark outcomes. It’s macabre, yet you can’t take your eyes off it, as you watch eagerly to see what curveball Monokuma will throw your way next. There are a few clichés thrown in there, such as split-personalities, but even these feel tinged with a style unique to Danganronpa, so these quibbles evaporate quickly.
Its visual style is also incredibly notable. Mixing 2D and 3D, cardboard-like characters pop out among detailed 3D environments that strike a feeling of unease: they’re not too far off bland school halls, but they have enough quirks – like windows blocked with metal plates – to be unnerving. Murders themselves are a shocking sight, often highlighted with a neon-coloured pink blood which is eye catching and gruesome. And while the same handful of animations may be unimpressive to some, they get the job done adequately. The sound is simply outstanding, including one of the best soundtracks in the Vita’s catalogue. From the fast-paced symphonics of Nonstop Debates, the inquisitive nature of Climax Reasoning and the comedic yet unsettling theme for Monokuma, every track feels thought out and designed perfectly. The writing, as mentioned, is spot on, and the English translation and voice work is great (bar Monokuma’s “Scrappy Doo” impression). But for purists, a Japanese option is also available.
Its visual style is also incredibly notable. Mixing 2D and 3D, cardboard-like characters pop out among detailed 3D environments that strike a feeling of unease: they’re not too far off bland school halls, but they have enough quirks – like windows blocked with metal plates – to be unnerving. Murders themselves are a shocking sight, often highlighted with a neon-coloured pink blood which is eye catching and gruesome. And while the same handful of animations may be unimpressive to some, they get the job done adequately. The sound is simply outstanding, including one of the best soundtracks in the Vita’s catalogue. From the fast-paced symphonics of Nonstop Debates, the inquisitive nature of Climax Reasoning and the comedic yet unsettling theme for Monokuma, every track feels thought out and designed perfectly. The writing, as mentioned, is spot on, and the English translation and voice work is great (bar Monokuma’s “Scrappy Doo” impression). But for purists, a Japanese option is also available.
Monokuma, enjoying a brief foray into light entertainment
There’s a lot to sink your teeth into as well. You can expect to spend around twenty hours in reaching the conclusion, and after that you gain access to School Mode. Here, the murders are not an element, and you simply must build replacement Monokumas for the school. The sim-elements aren’t always the most fun, but it gives you a chance to develop relations with all the cast and ingest more of their backstory, which is a plus. You can freely replay chapters, and there’s an extra gallery to unlock bonus content using special currency.
Danganronpa: Trigger Happy Havoc is simply outstanding. Despite treading towards some familiar elements, it absorbs its influences and produces a product unlike any other. The macabre killing game is hard to put down, the characters are well thought out and likeable, the gameplay is odd yet rather fun and the presentation is excellent. For those looking for something to whet their appetite after the likes of Phoenix Wright and Zero Escape, Danganronpa fits the bill to a tee and is further evidence of the excellent, diverse library the Vita has quietly amassed.
Danganronpa: Trigger Happy Havoc is simply outstanding. Despite treading towards some familiar elements, it absorbs its influences and produces a product unlike any other. The macabre killing game is hard to put down, the characters are well thought out and likeable, the gameplay is odd yet rather fun and the presentation is excellent. For those looking for something to whet their appetite after the likes of Phoenix Wright and Zero Escape, Danganronpa fits the bill to a tee and is further evidence of the excellent, diverse library the Vita has quietly amassed.
PIXEL SECONDS: DANGANRONPA: TRIGGER HAPPY HAVOC (VITA)
A “killing game” scenario involving high-school students, each with a prodigal talent, and a crazed, mechanised bear behind it all? It may not sound like much, but with a liberal helping of The Hunger Games’ narrative, a sprinkling of Phoenix Wright’s exciting trials and a nod to the Zero Escape games’ investigative elements, Danganronpa makes for an amazingly potent fusion of the all of the above. It’s incredibly absorbing, replete with enigmatic characters who are easy to invest in. It’s incredibly stylish, with chic menus that ooze class, whilst the locales are utterly superb, like hyper-stylised (and occasionally nightmarish) pop-up books. These are as lovely as the madcap execution scenes are chilling. It’s the story that drives the experience, aided by some great voicing on both the Japanese and English tracks, although the former gets the nod due to antagonist Monokuma’s spine-tingling delivery. The trials are exciting and inventive, demanding both quick thinking and logic from the player in what are often extremely clever and complex mysteries. The logic train does derail every now and then, leaving the player to wonder how they were expected to arrive at certain conclusions. On the whole though, a few blips don’t spoil a gripping adventure which, at times, is unputdownable. Danganronpa is without question the Vita’s defining series, and Trigger Happy Havoc quite possibly its greatest game. Its own sequel, Goodbye Despair, is perhaps its biggest rival in this regard. [9] - Tom Clare © 2018
A “killing game” scenario involving high-school students, each with a prodigal talent, and a crazed, mechanised bear behind it all? It may not sound like much, but with a liberal helping of The Hunger Games’ narrative, a sprinkling of Phoenix Wright’s exciting trials and a nod to the Zero Escape games’ investigative elements, Danganronpa makes for an amazingly potent fusion of the all of the above. It’s incredibly absorbing, replete with enigmatic characters who are easy to invest in. It’s incredibly stylish, with chic menus that ooze class, whilst the locales are utterly superb, like hyper-stylised (and occasionally nightmarish) pop-up books. These are as lovely as the madcap execution scenes are chilling. It’s the story that drives the experience, aided by some great voicing on both the Japanese and English tracks, although the former gets the nod due to antagonist Monokuma’s spine-tingling delivery. The trials are exciting and inventive, demanding both quick thinking and logic from the player in what are often extremely clever and complex mysteries. The logic train does derail every now and then, leaving the player to wonder how they were expected to arrive at certain conclusions. On the whole though, a few blips don’t spoil a gripping adventure which, at times, is unputdownable. Danganronpa is without question the Vita’s defining series, and Trigger Happy Havoc quite possibly its greatest game. Its own sequel, Goodbye Despair, is perhaps its biggest rival in this regard. [9] - Tom Clare © 2018