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Completed

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--

Days in Journal

1 day

Last played

February 16, 2022

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DISPLAY


It's kind of fun, but it's gonna get old quickly. I thought the fact that they remade Jabberwock Island into a board game was very cool and I loved their attention to detail in that regard. Was very satisfying for a first time playthrough of just exploring all the islands and seeing the different set pieces brought to life.

And now for the problems. Seeing the various character interactions is nice, but not getting the voice actors back because they didn't want to pay them is a bummer. Using Mukuro's Junko sprite is EXTREMELY lazy and a huge letdown as someone who's a fan of Mukuro. The battle system is extremely barebones and not fun. If you've ever played a decent turn based RPG, let alone something like Persona or Trails, this combat system will completely bore you to tears. The VS Battle mode is not only boring as fuck but also unclear in its difficulty scaling. You're pretty much forced to grind the Development mode a ton of times to get the bonus EXP/money upgrades every 10 characters, which is tedious and boring especially when you are forced to develop characters that you don't like or don't care about because that's what you received from the gacha system. RNG elements in the Development mode can also be frustrating, there is a good amount of legitimate strategy to be crafted when it comes to maximizing your time effectively, which I do enjoy, but a lot of it comes down to the RNG of whether you will get a surgery or not, random Destination jumps, randomly getting your life savings stolen by the Monokubs, etc... which can get frustrating when you're trying to make a good card, especially if you invested presents into the run. Getting all 5 Grimoires and beating all the Monobeasts is actually a welcome challenge and adds replay value at the beginning particularly when you don't have the resources to work with. However I can imagine that once you get to 20, 30, etc. cards (I'm currently around 15) developed it probably gets laughably easy to do that which removes the challenge aspect altogether. There's a secret boss found by getting a password from Nezumi Castle and then using it at the Ruins (clever, I like that attention to detail) but other than that it will get stale and repetitive quickly once you find yourself able to get all the Grimoires and beat all the Monobeasts consistently.

Also, it has to be mentioned, the fact that you can just pay for Ultra Rare cards is so god damn lame, and a sad attempt at a cash grab. This game should have literally been free to play if they were going to implement that and make getting good cards naturally such a pain in the ass. V3's system where you could at least limit it to 1 particular game that you want cards from was a lot easier to work with, not to mention avoiding these trash "Hype Cards" and presents from the machines altogether.

All in all, the game has a TON of flaws, but is a nice little distraction that should keep you interested for 10-20 hours if you're a fan of the series. For $20, not the worst thing in the world, but this actually had a ton of wasted potential. If only they actually put effort into making it a good/fun game instead of just re-using the systems from V3's postgame while slightly altering it for money making purposes.

EDIT 2 years later: I've actually gotten surprisingly more mileage out of this game, whether traveling or just being bored and wanting a Danganronpa fix, that I'm actually bumping up my rating half a star. It's kind of a guilty pleasure