Visual novels are a controversial inclusion to the world of video games. Depending on the amount of interactivity, some amount to nothing more than clicking the mouse to advance text, while others can include divergent choices, minigames, and even multiple endings. It can easily lead to the question: “What even is a game?” This is a discussion for another time, but I bring it up because there’s no measurable mark at which a visual novel becomes a game and vice versa. The distinction is our own personal Kármán line, a loosely-defined point at which game mechanics and play are introduced to the narrative. Danganronpa: Trigger Happy Havoc treads this line, while its sequel, Danganronpa 2: Goodbye Despair, takes a Logic Dive-esque leap further into the ludic realm.
(Note: I have yet to play Danganronpa V3: Killing Harmony because I promised a friend I’d let him play it first for his stream)

Much like Battle Royale or The Hunger Games, with a hint of Highlander and a dash of anime flair, Danganronpa‘s story consists of groups of high school students gathered together against their will to take part in a brutal killing game, murdering each other until only one remains. Every student has a special talent making them the Ultimate in their field, but when they’re imprisoned and forced to kill each other, their skills might not help them survive. The mysterious Monokuma manipulates events to provoke the students into action, taking glee in their despair, but it’s your job to stop it. While uncovering the enigmas surrounding the strange bear-like creature and the state of the world, players take part in Class Trials to uncover the culprit behind each murder.
This is where the main gameplay elements of DR1 take place. After investigating various areas of the school (the setting in which the first game takes place), collecting evidence, and hearing testimonies, the students gather together to try to figure out whodunnit, with the killer being able to walk free if they are not discovered. Each bit of info you collect takes the form of Truth Bullets, which you use to literally shoot down others’ arguments during the debates. Other times, you’ll play Hangman’s Gambit, where you have to spell out a hidden clue by selecting letters, or Bullet Time Battle, a short one-on-one rhythm game. My personal favorite is the Closing Argument, during which the player assembles puzzle pieces like a comic book to describe how the crime occurred. While the trials increase in difficulty as the game progresses, these gameplay modes remain simple throughout. Even if you run out of influence and are on the point of losing, the game allows you to refuse to give up. I never once found myself having to redo trials or surprised by the twists (except for the mastermind), but there were definitely points during the debates where I couldn’t find a suitable answer. Reminiscent a standardized test, sometimes it comes down to the least-worst choice.

Before each murder and subsequent trial, you can explore the school and spend time with other characters, responding to their conversations in particular ways, and giving them gifts. This isn’t just to add dating-sim elements to the game (although you can romance them, and they’ll give you special “gifts” of their own), but also to unlock new abilities that can make the class trials even easier, like increasing your Concentration meter or reduce the damage you take for an incorrect answer. The later editions of the game also include a School Mode for the post-game, which allows the player to hang out with the other students, but without the threat of killing one another. I played the PC version, but if you picked up the original release on PSP, you’d have to wait all the way until DR2 to be able to partake in extra curriculars.
Some of your favorite characters will die, and there’s no way around that. Oh sure, you’ll meet plenty of characters you absolutely abhor, like Hifumi Yamada (ESPECIALLY HIFUMI), but I found myself really liking Aoi Asahina and Kiyotaka Ishimaru. Each character feels unique, with their own goals, interests, and most importantly, distinctions. They all have personality, making them memorable, for better or worse. Unfortunately, though, until you get to School Mode, the cast will be slowly whittled down over time. Will someone else I really like be the victim? Or will I have to reveal them as the killer?

As mentioned earlier, however, DR2 takes the foundation of what the first game built and tries to build a skyscraper on top of it. The plot goes even further than before, with much more unexpected and unpredictable twists. The minigames have more depth and complexity to them. There’s more exploration, character interactions, and additional content to unlock. It’s bigger and (supposedly) better than ever, and yet, I find myself drawn more to the first one.
Although tropical settings are my favorite locations in games, it felt really out of place in DR2. I guess that’s the point, juxtaposing the beautiful landscape with vicious murders, but there’s something about the taken-over school that works more for me. It felt like there were more secrets to uncover within the school, even if that’s not really the case, but the creepier atmosphere was right at home with the game’s tone. And even though the characters I love in DR2 are more of my favorites than ones from DR1, I still prefer the original cast overall. The characters in DR2 didn’t feel as unique, some of them having little-to-no personalities at all beyond their Ultimate talent, and some of them being extremely similar to characters from the first game. In addition, Monomi didn’t work as a foil to Monokuma, instead regularly being the butt of a joke. But like I said before, Chiaki Nanami and Fuyuhiko Kuzuryu are probably my favorites from the casts of both games, and they’re both in DR2.

The trials are tougher than before, but not entirely due to the challenge of solving the mystery. The debates are more complicated, now having you reinforce certain statements and refute others, which means there are more pieces to parse. It’s extremely rewarding catching someone in a lie and clarifying the truth, but more than a handful of times, I had to look at a walkthrough to know what clues and evidence to put together. Sometimes, the answers made sense, and sometimes, I was just glad to get pass the bullshit.
Island Mode is unlocked upon beating the game, and if you played the later versions of DR1 that have School Mode, it’s essentially the same. There’s also Magical Girl Miracle ★ Monomi, a bland interstitial subgame to be played between chapters. It’s mainly the trial minigames that take the biggest hit. In my opinion, they are way worse than in the predecessor. Apart from Panic Time Action, which is almost the same as the Bullet Time Battles from DR1, the only fun gameplay element is the Rebuttal Showdown. Part hack-and-slash and part-debate, you combat with another character until you can point out the flaw in their argument. The other two are just plain awful. Logic Dive has you snowboarding down a tube and choosing routes in order to reach a logical conclusion. However, since you have so much health and going down the incorrect path does very little damage, you can guess your way through, making this minigame mostly a waste of time. The absolute worst, however, is Hangman’s Gambit. Letters will fly across the screen from all sides, so you have to combine them before they hit another letter, and once combined, they can be used to spell a letter in the clue or destroyed. It’s needlessly complicated and very easy for this chaotic minigame to get out of hand. It’s less of a puzzle and more of a bullet hell. Luckily, the clues are easy to figure out, so it’s mostly a matter of overcoming the mess on-screen.

Like most other games, however, it’s mainly the characters, their interactions, and how they overcome the challenges of the story that draw me into its narrative, and that’s where Danganronpa and Danganronpa 2 shine. You’ll laugh, you’ll cry, you’ll fall in love. Maybe not as cheesy as that, but it’s very easy to find yourself enamored by the characters, and by then, you’ll want to help them overcome their struggles and survive.
I’m already running on way longer than I anticipated, and I’m not even done; I still have one more Danganronpa game to talk (sans V3), but that game is so dissimilar to the others that I feel like it needs its own section. Consider this a part one, then, and part two will follow.














