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[SPOILERS] Dangan Ronpa 2 Spoiler Thread | Aloha, Despair!

T

thepotatoman

Unconfirmed Member
Thinking on it more, what makes me kind of angry about the ending is that there's no logical reason why someone would design the Neo World Program to work the way it does.

I mean, at first it kind of makes sense- the characters are basically themselves minus their memories after entering high school moved (rather than copied) into the system, and upon graduation they're meant to overwrite their old fucked up personas in the real world. The characters who die have their data deleted, and their real bodies can't function without having something written back to their brains by the system. Junko plans on exploiting this by writing herself over the brains of the dead characters instead.

But then the shutdown thing comes up. Now they say that if the whole program just shuts down outright the living characters will wake up and be just as they were before they were hooked into the Neo World Program, forgetting everything that transpired inside... but the characters who died stay dead.

This doesn't make any sense- if the reason why the dead characters couldn't wake up is because they needed the data the Neo World Program was supposed to return, then that should apply to the living characters and mean that they can't wake up after the shutdown either. If the only consequence of the shutdown is that they all revert to their pre-Neo World Program states rather than (mentally, at least) becoming who they were after graduation, that should apply to the characters who died in there too and they should have woken up after the shutdown just like everyone else.
I don't think it's unreasonable to think the shutdown sequence quickly dumps the available avatars back to their bodies before they shutdown. The other avatars were either deleted, partially deleted, or traumatized into comatose before the upload could occur.
Beyond that- why the fuck would you make a VR program of any kind that had the potential for real-world consequences if anything went wrong inside the VR world, unless your whole intent was for it to be a deathtrap (such as in Sword Art Online)? I mean, I get that the Junko-virus wasn't something they expected, but there still could have been bugs, accidental deaths, etc.

It just feels like the whole reason why the tech works the way it does is because that's how it has to work to make the game sufficiently tragic. I get that the writers wanted to have their cake and eat it too in that they wanted the "it was all virtual realty" twist but didn't want to invalidate all of the deaths that happened in the process, it just feels like they could have gone about it better.
Remember the alternative was straight up death. This thing was built to be used specifically for this cast as an alternative to execution. If the avatar data has a chance to bug out of existence, it's just a risk they have to take.

The only real conceit is that they could not make a back up copy, but I could believe that the avatar is at least partially stored in the brain itself, and thus would be impossible to back up. That's why I like to think partial deletion is what happened with the seperation between what's stored in the program and under the control of Junko, and what's stored in the brain, but that's just my head cannon for now. That makes the most sense for keeping up the possibility that they can be revived.
Actually, the reason why they can't wake up is because they experienced the sensation of death. That shock effectively left them brain dead; with or without their memories, they'd still be comatose.


One could reason that the reason why Hajime and co remembered what transpired was due to that fact. Even though they lost their memories, the experience of being trapped on that island never really left them. Junko somehow reviving them despite that circumstance is a bit of a stretch, I agree, but not completely unreasonable.
Remember, the shock of death comatose theory came before the revelation that the Junko virus was planning to use the bodies to spread the despair virus to the real world, back when the Junko virus was even using a fake Makoto to deceive them into graduating. In fact, I believe Monokuma said they were flat out dead, something that's obviously not true. Brain dead, maybe, but not dead dead.

The program only needed them to understand the nature of themselves and world, but nothing about Junko virus's plan.
 

jello44

Chie is the worst waifu

Ah, there they are. I was looking for them and couldn't find them.


"Yup, thanks."

/ded

Where's the rest of the female reactions (Mahiru, Peko, & Mikan)?

Whomever did them was on Chapter 3. so Majiru and Peko are dead.

Mikan would probably enjoy it though.

Azo0bzq.png


tsk tsk

She also likes the ballgag.

Girl is a freak.
 
I don't think it's unreasonable to think the shutdown sequence quickly dumps the available avatars back to their bodies before they shutdown. The other avatars were either deleted, partially deleted, or traumatized into comatose before the upload could occur.

Remember the alternative was straight up death. This thing was built to be used specifically for this cast as an alternative to execution. If the avatar data has a chance to bug out of existence, it's just a risk they have to take.

The only real conceit is that they could not make a back up copy, but I could believe that the avatar is at least partially stored in the brain itself, and thus would be impossible to back up. That's why I like to think partial deletion is what happened with the seperation between what's stored in the program and under the control of Junko, and what's stored in the brain, but that's just my head cannon for now. That makes the most sense for keeping up the possibility that they can be revived.

Remember, the shock of death comatose theory came before the revelation that the Junko virus was planning to use the bodies to spread the despair virus to the real world, back when the Junko virus was even using a fake Makoto to deceive them into graduating. In fact, I believe Monokuma said they were flat out dead, something that's obviously not true. Brain dead, maybe, but not dead dead.

The program only needed them to understand the nature of themselves and world, but nothing about Junko virus's plan.
Straight up death might have been better for some of them.

Monokuma said their brains were dead too, comatose I think.
 

Zonic

Gives all the fucks
Oh right, I just remembered that the option of "Let's take it all off!" with Mahiru at the beach during Island Mode is actually the best response out of the three & results in a "really good time".

I laughed harder than I should during that scene.

Oh yeah, are the Library & Military Base suppose to just "appear" during Island Mode instead of the normal "things popping in"?
 
I also agree that the executions in DR2 were not as heavy hitting as the ones in DR1.

The largely safer approach to the violence is far and away my biggest disappointment with this game. DR1 manages to have an incredibly unsettling and upsetting tone that carries through the whole game, and a large part of it is thanks to the first murder (which is immediately affecting due to who it is and how it's done) and the first execution (which pretty much everyone seems to find incredibly upsetting.)

In DR2 it takes until case 5, with Nagito, for the actual crime itself to be unusually awful, and most of the executions are pretty tame or just stupid.

Overall, I can't help but feel a little disappointed after reading everywhere about how the sequel would be better than the first one in almost every aspect. For me, it was pretty much the opposite.

Yeah, I am deeply mystified at how people could think the game is better than the first one. The minigame systems all ct hange for the worse; the logic systems are used less well (they keep in the turn-a-statement-into-a-bullet mechanic buonly use it two times); the surprises and emotional hooks heavily rely on the first game for resonance. It's still good and all, but not an improvement in any way.

The two most heart-breaking moments in the game for me were Ibuki's death, because she's my favorite, and the end of the fifth trial, mostly because I felt like the whole thing was kinda bullshit- in my mind that still should have counted as a suicide.

The whole deal with the game is that Monokuma is the final arbiter on these things so it doesn't bother me that he rules that way on it (pretty in line with Case 5 of the first game, really) but it did irritate me that all the characters just go along with that premise instead of having a sequence where they try to argue against it.
 
The largely safer approach to the violence is far and away my biggest disappointment with this game. DR1 manages to have an incredibly unsettling and upsetting tone that carries through the whole game, and a large part of it is thanks to the first murder (which is immediately affecting due to who it is and how it's done) and the first execution (which pretty much everyone seems to find incredibly upsetting.)

In DR2 it takes until case 5, with Nagito, for the actual crime itself to be unusually awful, and most of the executions are pretty tame or just stupid.



Yeah, I am deeply mystified at how people could think the game is better than the first one. The minigame systems all ct hange for the worse; the logic systems are used less well (they keep in the turn-a-statement-into-a-bullet mechanic buonly use it two times); the surprises and emotional hooks heavily rely on the first game for resonance. It's still good and all, but not an improvement in any way.



The whole deal with the game is that Monokuma is the final arbiter on these things so it doesn't bother me that he rules that way on it (pretty in line with Case 5 of the first game, really) but it did irritate me that all the characters just go along with that premise instead of having a sequence where they try to argue against it.
I dunno, I thought the 2nd execution with Peko was kinda dark, if only with the repeated stabings at the end. If they lingered on that scene a bit more, then it could have been more effective. But yeah, compared to DR1, most are tame. Hell, even the alt executions were worse then the 3rd and 4th and 1sr executions. The ones I were thinking of were darker than what the game gave me.

Also the 5th execution was the most emotional and the case was the best out of both games in my opinion.
 
I finished DR2 a few days ago, and after letting it sink in, I really feel that, while it was good and I enjoyed it, it was more like a side-grade to DR1, except for case 5, which feels closer to an improvement than everything else. The whole main plot line isn't really dealt with at all until the end since it seemed to die along with Fat Byakuga. I mean, he made a point of bringing everyone out to it and talking about it, and after he dies everyone seems to kind of forget about it. Beyond that, the murders are fine, but the motives kind of fall through.

Case 1 is fine, kill the murderer, and use it as my ticket home. I can't really expect much from the first round for everyone, where they don't know the rules too well, nor how things work. Same case with the trial.

Case 2 was a joke. This isn't really luck based, but has such a limited scope that it doesn't really seem to matter. I guess the assumption was whoever wins would bring this up at some point and cause problems with trust in the group, but since most refused to play the game at all that problem is a non-issue, making it feel like only those who weren't part of the group likely to try, which was a grand total of 1 person.

Case 3 felt like a cop out from actually motivating people. Its was kind of like, eventually if enough people gets it someone will kill someone else. The worst case for this motive was half the group is completely out of it, making a pretty useless trial since no one would really know what was going on. Way too much reliance on luck.

Case 4 is nice. Starvation is always a good way to make someone do what you want, but because of the cast it feels a bit broken. Everyone seemed so defeated that the desperation didn't really fall in for me. It may just be me though.

Case 5 is weird, but I also like it. The abuse of luck is fine, since it was shown time and time again that Nagito would get the result he needed by relying on his luck, so it felt much more natural as a motive to do what he did.

I have a bone to pick with the end of Trial 2 though. The trial itself is fine, but the BS afterwards of them fighting over whether Peko was a tool or human pissed me off, only because the rules basically state that she will be punished for doing it, since she is recognized as a student and therefore not a tool. Monobro just let them to see where it would go, and possibly maximize despair.

One thing I did like a lot were the mysteries surrounding the murders. I got caught a few times with details and assumptions I had made or failed to make, which made them fun since it figured stuff out as I went. Somehow though I always guessed the killer after seeing the murder, except for trial 2 since I was being stupid.

The mini-games for the trial were ok. Hangman's Gambit sucks since they didn't make sure the random spawns didn't collide at spawn (got me at least once each Gambit in the later trials). Logic dive felt kind of obvious, though at times it made sense. I think it may just be the format of how everything in it is presented, since I found the game itself to be kind of fun, but the logic to be trivial most times. I Still hate MGT/PTA only because I suck at rhythm games, but I also feel that the whole concept brings you out of the flow of the trial. I'm not sure what the whole segment achieves since it seems to me that you are in a kind of yelling war or something. It also feel very... dumb for lack of a better term. This partially applies to the argument system too, since neither really lets you look at what the opponent has to say, and even when you do its all hot air unless it is a different colour.

Characters is a mixed bag. Didn't hate anyone, neither did I really love many.Their development felt a bit cut off, but that may be because I haven't done Island mode yet (maxed hope fragments on everyone though). Nice to see some of the main cast again, and screw Akane. Hell, she is the reason for Coach being introduced to the Roboticizer, even if he did like his new features.

I guess the last thing to mention is what the hell happened to the rules? First Ibuki breaks off Hajime's Lock, then Nagito blows up the resort house? Why did they get away with clearly violating the rules, and with no Monobro to back them up or approve it (to us at least). He looked so excited in chapter 2 to enforce punishments, but the rules were basically forgotten after than. No even any fun mind games around how you can stretch the rules like in DR1. That really disappointed me, since that was one of the best parts of mysteries in my opinion.

Nothing else to complain about really, and nothing else to really praise. As I said, I enjoyed the game a lot, but I guess everyone saying it was better than DR1 hyped the game a bit more for me than it should have.

TL;DR: Story could be better presented, motives are lacking overall, mysteries are good, mini-games could use some refinement but otherwise fun. Characters... B+. Rules? What rules? Its not like anyone reads them anyway.
 
Hey guys, sorry for the couple of days of radio silence. I've been feeling kind of out of it lately and that's definitely affected my productivity on this project. I intend to see it through til the end though, so don't despair!

Anyways, now that that's all said and done, I sincerely HOPE that you'll enjoy today's entry!

p1Hwh2K.png


Octillery: Octillery's most useful ability is Moody, which lowers a random stat by one level while raising another by two every turn. If this sounds familiar to you, it's because Octillery was chosen to represent Nagito's fluctuating luck: a tragedy followed by serendipity repeated ad naseum, with the volume of both kinds of luck increasing with each passing day.

Raichu: This one has a really intuitive, grand explanation, but I'll unfortunately need to wait until I make Makoto's Trainer Card for any of it to make sense. As for right now, Raichu was partially chosen because it's the sole Pokemon used by the strongest member of the Rising Star trainer class, which are known as Hope Trainers in Japanese. Said trainer refers to himself as "The Ultimate Hope Trainer," and you can see where I'm going with this.

Shedinja: Shedinja was partially chosen to reflect Nagito degenerating into a shallow husk of his former/ideal persona, but there's a deeper meaning behind this pick. Shedinja is capable of learning a move called "Final Gambit," which sacrifices all of the user's HP and deals damage to the opponent equal to the amount of HP lost. Shedinja's maximum HP is a grand total of 1, meaning its Final Gambit will be a failure no matter how you use it. I chose Shedinja over the other users of Final Gambit for this reason, as Nagito's complex suicide plot meant to kill all of the Despairlings, his "Final Gambit" if you will, was a complete and utter failure.

Klefki: I basically just chose this one because Klefki is regarded as an annoying meddler in the metagame, kinda like everyone's favourite wild card here. Its Fairy typing could also be interpreted as representing Nagito's borderline-supernatural nature, but I leave that to your discretion.

Wobbuffet: Aside from double-repping the annoyance factor, Wobbs is also the most infamous user of the move Destiny Bond, which takes out anyone bold enough to KO the user while it's active. Obviously this is akin to Nagito's master plan to mutual-kill the entire group of Despairlings along with himself, but it's also supposed to be evocative of Nagito's willingness to either aid a prospective killer or offer himself up as a victim (both scenarios in which he dies while screwing everyone else over). Also, its Shadow Tag ability could reflect Nagito forcing the students to kill him no matter how hard they tried to avoid it, kinda like how Wobbuffet traps its opponents in the arena and doesn't budge until it's been knocked out.

Mega Absol: Non-Mega Absol can have the ability Super Luck, which by itself would be enough to earn it a place here. However, Megabsol was chosen also because of its incredibly ominous nature and foreboding presence, to the point where humans consider it to be untrustworthy and malevolent despite it attempting to warn them of incoming disasters.

Alright, that's all for today! Who's next?
 

Waxwing

Member
Yeah...I really enjoyed it because there isn't a TON of stuff out there like it, but the first game was better- more cases where I couldn't predict the killer and/or the method right off the bat. That said, I thought the end of Case 5 was brilliant (Komaeda putting his talent to terrible effect)- as was the revelation in "Case" 6.

Please, for all that is good, get rid of the sword slashy rebuttal showdowns. Had to repeat those too many times. Oy.
 
X

Xpike

Unconfirmed Member
Yeah...I really enjoyed it because there isn't a TON of stuff out there like it, but the first game was better- more cases where I couldn't predict the killer and/or the method right off the bat. That said, I thought the end of Case 5 was brilliant (Komaeda putting his talent to terrible effect)- as was the revelation in "Case" 6.

Please, for all that is good, get rid of the sword slashy rebuttal showdowns. Had to repeat those too many times. Oy.
That wasn't it tho, Komaeda's talent screwed over his actual plan. He wanted everyone that was an Ultimate Despair dead and Chiaki to come out alive since she was for all he knew an actual human, agent of an organization that fights for hope.
 
Just finished the second game.

It was a wild ride , a serious 10/10 ride , very enjoyable...
Those twists , thoses death that chpater 5 ending where i was just WTF

BRILLANT!

i'm genuily surprised i have hope for the rest of this serie.
At least everyone isn't dead this time , they are just vegetables so they can somewhat recover ( i dunno , maybe in danga 4 all for an allstar battle royale showdown ).

Can't believe that they used those twists that way i'm impressed spike chunsoft
 

Tizoc

Member
You gotta give them credit for bringing out how ridiculous memory erasing was used again like in the last game was used in this one, and they mention it as early as Chapter 1!
 
You gotta give them credit for bringing out how ridiculous memory erasing was used again like in the last game was used in this one, and they mention it as early as Chapter 1!

I don't think pointing of how dumb something is and doing it anyway is really all that praise worthy. Danganronpa does this a little too often.
 
You gotta give them credit for bringing out how ridiculous memory erasing was used again like in the last game was used in this one, and they mention it as early as Chapter 1!

they actually used a lot of theme and plot devices from the first game in the second but each time with added spins and twists.
The double killings , the memory loss , the tragedy , traitor and so on. they did it so well that it was most enjoyable.
 

Rubedo

Member
Hey guys, sorry for the couple of days of radio silence. I've been feeling kind of out of it lately and that's definitely affected my productivity on this project. I intend to see it through til the end though, so don't despair!

Anyways, now that that's all said and done, I sincerely HOPE that you'll enjoy today's entry!

p1Hwh2K.png


Octillery: Octillery's most useful ability is Moody, which lowers a random stat by one level while raising another by two every turn. If this sounds familiar to you, it's because Octillery was chosen to represent Nagito's fluctuating luck: a tragedy followed by serendipity repeated ad naseum, with the volume of both kinds of luck increasing with each passing day.

Raichu: This one has a really intuitive, grand explanation, but I'll unfortunately need to wait until I make Makoto's Trainer Card for any of it to make sense. As for right now, Raichu was partially chosen because it's the sole Pokemon used by the strongest member of the Rising Star trainer class, which are known as Hope Trainers in Japanese. Said trainer refers to himself as "The Ultimate Hope Trainer," and you can see where I'm going with this.

Shedinja: Shedinja was partially chosen to reflect Nagito degenerating into a shallow husk of his former/ideal persona, but there's a deeper meaning behind this pick. Shedinja is capable of learning a move called "Final Gambit," which sacrifices all of the user's HP and deals damage to the opponent equal to the amount of HP lost. Shedinja's maximum HP is a grand total of 1, meaning its Final Gambit will be a failure no matter how you use it. I chose Shedinja over the other users of Final Gambit for this reason, as Nagito's complex suicide plot meant to kill all of the Despairlings, his "Final Gambit" if you will, was a complete and utter failure.

Klefki: I basically just chose this one because Klefki is regarded as an annoying meddler in the metagame, kinda like everyone's favourite wild card here. Its Fairy typing could also be interpreted as representing Nagito's borderline-supernatural nature, but I leave that to your discretion.

Wobbuffet: Aside from double-repping the annoyance factor, Wobbs is also the most infamous user of the move Destiny Bond, which takes out anyone bold enough to KO the user while it's active. Obviously this is akin to Nagito's master plan to mutual-kill the entire group of Despairlings along with himself, but it's also supposed to be evocative of Nagito's willingness to either aid a prospective killer or offer himself up as a victim (both scenarios in which he dies while screwing everyone else over). Also, its Shadow Tag ability could reflect Nagito forcing the students to kill him no matter how hard they tried to avoid it, kinda like how Wobbuffet traps its opponents in the arena and doesn't budge until it's been knocked out.

Mega Absol: Non-Mega Absol can have the ability Super Luck, which by itself would be enough to earn it a place here. However, Megabsol was chosen also because of its incredibly ominous nature and foreboding presence, to the point where humans consider it to be untrustworthy and malevolent despite it attempting to warn them of incoming disasters.

Alright, that's all for today! Who's next?

Wait Makoto hasn't been done yet? I thought that would've been done back in the DR1 thread.
 

PK Gaming

Member
Hey guys, sorry for the couple of days of radio silence. I've been feeling kind of out of it lately and that's definitely affected my productivity on this project. I intend to see it through til the end though, so don't despair!

Anyways, now that that's all said and done, I sincerely HOPE that you'll enjoy today's entry!

p1Hwh2K.png


Alright, that's all for today! Who's next?

This one's really well done. Octillery is an inspired choice because Moody functions exactly like Komaeda's talent. A stat drop (bad luck) then a stronger stat up (good luck). Both are absolutely infuriating and extremely difficult to deal with.

My guess for Raichu being on his team is that Makoto will have Pikachu. Nagito and Raichu are sort of similar; Taller, lankier, and less cherished. Neither of them could ever hope to achieve the amount of love and support that Pikachu/Makoto receive.


NEKOMARU NIDAI IS NEXT. YOU WILL REMEMBER HIS NAME EVEN IN HELL.
 
While I think DR1 had overall a better story, I found that I enjoyed DR2's ending much more. DR1 felt like it just kind of cut off, which I'll admit makes sense for it, but DR2's was waaay more satisfying. It leaned a bit too much on DR2 but the ending specific mechanics just helped build it up so much more than just continuously shooting "Hope" at people.
Also Hajime felt like so much more of a straight badass at the end than Makoto did.
Fuck you Chunsoft for killing Chiaki.
 
they actually used a lot of theme and plot devices from the first game in the second but each time with added spins and twists.
The double killings , the memory loss , the tragedy , traitor and so on. they did it so well that it was most enjoyable.


That's what I liked too. They took the tropes from the first game and shoved them in our face and it was awesome.

Nagito being an over the top version of Makoto at first before he got extra scary was hilarious.
 

Arsenic13

Member
Regarding the game's ending, and a general thought for the series, does anyone else think that Spike needs to have the courage to actually make the real ending a despair ending?

I mean, I felt terrible and really wanted Hajime and the others to overcome the matter at hand, which they did, but what if they didn't? What if they sacrificed themselves for hope? Which in turn would have been heartbreaking for the player.

What if we legit have an ending full of despair so that the next game in the series could rebuild hope from that? Imagine spending 30 hours with these characters and then it was a legit loss. Gone. But the sacrifice was in the name of hope.


DR2's ending approaches that but backs away by showing Hajime survived.
 
Regarding the game's ending, and a general thought for the series, does anyone else think that Spike needs to have the courage to actually make the real ending a despair ending?

I mean, I felt terrible and really wanted Hajime and the others to overcome the matter at hand, which they did, but what if they didn't? What if they sacrificed themselves for hope? Which in turn would have been heartbreaking for the player.

What if we legit have an ending full of despair so that the next game in the series could rebuild hope from that? Imagine spending 30 hours with these characters and then it was a legit loss. Gone. But the sacrifice was in the name of hope.


DR2's ending approaches that but backs away by showing Hajime survived.

I don't think it needed a despair ending, the problem with the ending in two is that it was a cop-out. They present two choices, and they chose neither of them and it's far too convenient how it goes down.
 

Otaku Coder

Neo Member
The thing about Nagito is - even though his plan failed, that was actually another extraordinary stroke of good luck! If he'd succeeded, Junko could've revived with all fifteen bodies, while Chiaki wouldn't be able to do anything, and thus wind up being the exact opposite of what he actually wanted.
 

Arsenic13

Member
I don't think it needed a despair ending, the problem with the ending in two is that it was a cop-out. They present two choices, and they chose neither of them and it's far too convenient how it goes down.

Right. I wanted an ending that made me feel good and hopeful, but going the tragic route would have shown some huge guts. That would be an ending to sulk over and discuss, as it would be a platform for hope for w.e happens in DR3.
 
After thinking about it, I think Chapter 3 is my favorite chapter.

It starts off really happy because Fuyuhiko is finally coming around and joins the group and is very prominent with Hajime throughout it, then you have the general mood being set after the disease happens and when everyone splits up you know something is bound to happen sooner or later but it takes a lot longer to happen then you would normally think it would (I think they even tell you how many days it will end up being) and then what is shown (someone committing suicide) is pretty surprising and personally I was already thinking Ibuki since the disease was making her follow whatever people were telling her (and thought the killer might have told her to kill herself) but then you find her and have to leave only to then find a completely separate body when you return and break down the door, it really threw me off at first when they played the 'find the dead body' music again.

Then the actual trial ended up being really interesting when its finally revealed who it is the reason why it happened (the disease) is really interesting and they drop many hints that foreshadow the rest of the game, the only bad... or maybe not bad but just strange thing was the execution, besides the very start of it it doesn't make a lot of sense what happens and why.

Chapter 5's setup was really good but I felt let down in the trial since I thought they came to the conclusion that Nagito killed himself way to quickly, thankfully the latter half of the trial is much better but the start of it I was really surprised how quickly they all agreed that he killed himself, perhaps it would have made the trial to long but I really though they would spend a lot longer trying to rule out things other then suicide (even though it wasn't 'technically suicide')

Chapter 6 was great but I thought the clues revealed far to much of what actually happened instead of me as a player piecing everything together we were just told pretty much what happened, still ended great though and I loved the 'SSJ' Hajime.

I liked the first game a lot too but I didn't feel at all like replaying the first game but this game every time I think about it I want to replay it again.

Please let there be a Danganronpa 3.
 

Ondore

Member
I don't think there's any doubt there'll be a Danganronpa 3, the thing we have to hope for is that it gets localized quickly.

In the meantime, I'm waiting for Conception 2 to hit $20 so I can kill Monokuma that way.
 
The game was a wild ride, but there are several problems with it :
- Pacing is horrendous.
- The minigames could've been better
- The friendship skits could've use some work imho.
- No multiple endings.
- Underused mechanics (converting a sentence into a bullet to point out a contradiction for example)
- And the inherent problem : having to point out exactly ONE problematic point with ONE precise bullet, except I thought several times that

On the plus side, the Case 5 was awesome. When it dawned on me mid-trial before even it was discussed that Nagito made one of the survivors kill him, I was all like : "MOTHERF-".

Case 6 was good too, but the whole Matrix plot was way too obvious.


I'm still convinced that Makoto Nagi and Komaeda Nagito are related one was or the other.
 
Personally I hate multiple endings in games like this.

Why not ? Generally speaking there is one golden ending (= the canon one) and several others that are "what if ?" scenarios that can provide some entertainment / useful context or info on the world.

I liked the alternate ending in DR1 personally, even if it was really short.
 

Acid08

Banned
Why not ? Generally speaking there is one golden ending (= the canon one) and several others that are "what if ?" scenarios that can provide some entertainment / useful context or info on the world.

I liked the alternate ending in DR1 personally, even if it was really short.
I don't really see how it's a negative though. Sucks that you're disappointed but it's not really something that's objectively wrong with the game.
 
I don't really see how it's a negative though. Sucks that you're disappointed but it's not really something that's objectively wrong with the game.
I feel it's a negative when it's something that was there in the previous game and absent here. It could've added to the experience.

Does its absence spoil the entire game ? Nope. Would the game be better with them ? I think so.
I should have listed "no multiple endings" in a "I didn't like" category instead of "problems" I reckon.
 

Wazzy

Banned
But DR1 only had one alternate ending and it wasn't very good. In fact, it didn't really contribute much to the story so I'm not seeing how this needed multiple endings.

Something like 999 having multiple endings works so well because of the way they're implemented.
 

Acid08

Banned
I feel it's a negative when it's something that was there in the previous game and absent here. It could've added to the experience.

Does its absence spoil the entire game ? Nope. Would the game be better with them ? I think so.
I should have listed "no multiple endings" in a "I didn't like" category instead of "problems" I reckon.
It was barely there in the previous game. Just an alternate version of the execution cutscene. This game didn't skimp on extras either, there are more of the bonus scenes during the game that you can unlock.
 
- And the inherent problem : having to point out exactly ONE problematic point with ONE precise bullet, except I thought several times that

On the plus side, the Case 5 was awesome. When it dawned on me mid-trial before even it was discussed that Nagito made one of the survivors kill him, I was all like : "MOTHERF-".

Case 6 was good too, but the whole Matrix plot was way too obvious.
HAVING ONE BULLET DESTROY ONE STATEMENT IS MY ENEMY. So many times I know what's wrong with what they are saying, and why it's wrong, but since I can't just butt in and say "Hey guys this is what's up", it's kind of annoying.

I loved what they did with Nagito and Byakuya at the beginning, and how Byakuya was never actually him to begin with ("See, he's so good at being an impostor you didn't even think it was suspicious that he was so fat!").

I was so confused at the end of Chapter 5, when Monomi tries to save Chiaki -- I knew she wasn't going to live but I had that hope!
Despair.

I get that the ending was a copout. I think it would have worked MUCH better if somehow Chiaki's remaining data or whatever helped to wipe out/take over Junko's virus, so that they could graduate instead of "blanking out" yet still somehow keeping their memories. (There's literally NO WAY that could have happened -- the force shutdown can't dump their memories, that's the whole point of why it was going to stop Junko).

As far as their friends being dead, the -only- bit that didn't make sense was that Junko taking over would have brought them back to life. Them dying makes perfect sense, and that they can't be brought back makes perfect sense, but not being dead but just coming back just 'cuz.

If they had gone the "Chiaki overtook Junko" or whatever route, they could have used that as an excuse for them to be revived, but instead of being taken over by Junko, instead have some of Chiaki in them.
Then Hajime would just bone all the chicks and call no foul cuz they are all Chiaki.
 

Labrys

Member
tumblr_nc4glcFows1tbw5tho1_500.gif


I forgot to post this, I commissioned a friend and they drew this for me. I wanted something happy with minimaru and Akane.
 

hohoXD123

Member
HAVING ONE BULLET DESTROY ONE STATEMENT IS MY ENEMY. So many times I know what's wrong with what they are saying, and why it's wrong, but since I can't just butt in and say "Hey guys this is what's up", it's kind of annoying.

I loved what they did with Nagito and Byakuya at the beginning, and how Byakuya was never actually him to begin with ("See, he's so good at being an impostor you didn't even think it was suspicious that he was so fat!").

I was so confused at the end of Chapter 5, when Monomi tries to save Chiaki -- I knew she wasn't going to live but I had that hope!
Despair.

I get that the ending was a copout. I think it would have worked MUCH better if somehow Chiaki's remaining data or whatever helped to wipe out/take over Junko's virus, so that they could graduate instead of "blanking out" yet still somehow keeping their memories. (There's literally NO WAY that could have happened -- the force shutdown can't dump their memories, that's the whole point of why it was going to stop Junko).

As far as their friends being dead, the -only- bit that didn't make sense was that Junko taking over would have brought them back to life. Them dying makes perfect sense, and that they can't be brought back makes perfect sense, but not being dead but just coming back just 'cuz.

If they had gone the "Chiaki overtook Junko" or whatever route, they could have used that as an excuse for them to be revived, but instead of being taken over by Junko, instead have some of Chiaki in them.
Then Hajime would just bone all the chicks and call no foul cuz they are all Chiaki.

Doesn't Makoto then say that Junko was lying about that to get them to do what she wanted?
 

hohoXD123

Member
Oh so they are just in a coma? Ooooooohhhh okay that makes it make more sense.

From what I understood, their bodies were still functioning, so they weren't dead, but everything else about them would have ceased to exist because of their avatars being deleted, turning them into a hollow shell of sorts. Junko would have replaced the deleted avatars with her own, giving her control of their bodies.

Not sure why the original pre-Hope's Peak avatars couldn't have been recreated, nor why they didn't have copies of the avatars just in case, but there you go.
 

Waxwing

Member
That wasn't it tho, Komaeda's talent screwed over his actual plan. He wanted everyone that was an Ultimate Despair dead and Chiaki to come out alive since she was for all he knew an actual human, agent of an organization that fights for hope.

No- his talent worked in that the one who threw the poisoned fire bomb was Chiaki. As long as the others didn't figure out what he had done, Chiaki would live and they would die. But the others did figure it out- in spite of his luck.
 

Waxwing

Member
But DR1 only had one alternate ending and it wasn't very good. In fact, it didn't really contribute much to the story so I'm not seeing how this needed multiple endings.

Something like 999 having multiple endings works so well because of the way they're implemented.

DR1's alternate ending was hilarious IF you talked enough to the clairvoyant guy- he pretty much predicts the alternate ending.
 
D

Deleted member 13876

Unconfirmed Member
Not really. Without context, they didn't mean much (I was not privy to the rest of the conversation or anyone's lines but my own), and to be honest, it was, like, a year ago at this point.

The voice acting was done before the release of the first one, right? How much time was between the voicing of both games?
 

hohoXD123

Member
Not really. Without context, they didn't mean much (I was not privy to the rest of the conversation or anyone's lines but my own), and to be honest, it was, like, a year ago at this point.


Skinny Byakuya was sexy as fuuuuuck

Your voice needs to grace more games.
 

Steel

Banned
It's ok, Feep will be around for Another Episode.

And probably every future Danganronpa game cause the only constants in a Danganronpa game seems to despair, Monokuma, Junko and Togami.
I do not want to see Junko again :(

Not really. Without context, they didn't mean much (I was not privy to the rest of the conversation or anyone's lines but my own), and to be honest, it was, like, a year ago at this point.

You know, I always got the impression that voice actors knew the context of the conversation, and heard the other voice actors lines as things went on. Huh. Interesting. Odd that it all comes together pretty naturally in the end.
 

FluxWaveZ

Member
You know, I always got the impression that voice actors knew the context of the conversation, and heard the other voice actors lines as things went on. Huh. Interesting. Odd that it all comes together pretty naturally in the end.

Probably depends on the project.
 
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