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Showing posts with label DERQ. Show all posts
Showing posts with label DERQ. Show all posts

Death End Re;Quest: Code Z - PS5 Review


Death End Re;Quest: Code Z by developer Compile Heart and publisher Idea Factory InternationalPS5 review written by Richard with a copy provided by the publisher.
 
Disclosure

Disclosure: I received a free review copy of this product from https://www.keymailer.co #keymailer #DERQZ
 
Estimated reading time: 6.5 minutes

What would you do if you could witness your own death? To be able to try again after perishing? How would you act knowing where your Dead End leads? Well, welcome to the world of Death End Re;Quest Code: Z, the third major installment in the Death End Re;Quest series.

If you’re familiar with the series, be prepared for a bit of a different direction this time, in both storyline and gameplay. First off, you’ll probably notice a big discrepancy between returning characters and how you’re used to them. It’s ok, don’t worry. It does get explained, and you don’t need to wait too long. Second of all, you’ll probably notice that the gameplay has turned from adventure RPG with turn-based battle system into a… well, rogue-like, I suppose? It’s definitely Rogue style, but the specific style depends on your difficulty setting. Well, we’ll get into that in a bit.

So, new and returning players alike, what is this title all about? Well, without getting into spoilers, #DERQZ (yes that’s the acronym we’re using) is set in a parallel world to the main series, although connected. It is in the Strain Area that Sayaka Hiwatari awakens, who may look somewhat familiar to you. You are then put in charge of guiding her out of the labyrinth that is the Strain Area a la rogue-like. Once out, Sayaka will meet a cast of characters working at a game studio, who veteran players should recognize, and will be getting used to society. Not everything is sunshine and rainbows however, because a sinister presence looms. 

The main gameplay loop for #DERQZ is pretty much: explore a Strain Area, need to leave, explore again, escort an NPC out of the labyrinth. Now I know what some of you are thinking: oh no, an escort quest. Don’t worry, the NPC will help a little. They aren’t dumb, and they can be brought out easier than you’d think. As a nice bonus, you can go back and re-explore cleared Strain Areas. Why is this important you may ask? Well, there are a number of reasons.

So first up we need to talk about what a rogue style game is, in any form. A rogue style game will involve you guiding a character through a randomly generated dungeon consisting of large open rooms connected by thin corridors. Every step or action you take, the enemies will take one in kind. Your goal is generally to make your way to the bottom most floor, or top if ascending. You travel on a grid and the map is hidden until you pass by the areas you are exploring. Roguelikes generally work on a square tile basis where one tile movement is considered one action. Be careful though, as there will be traps on the floor. Attacking the tile they are on will reveal them.

Every time you die or leave, your level will be reset and your gear lost. The dungeon will be different when next you walk in. #DERQZ makes a bit of a change up here though, as the difficulty changes what is lost on death. On the easiest difficulty you lose nothing, and are just sent back and need to retry. You keep any items, your weapon stats, and your level. On the hardest difficulty all that is forfeit.

This is a pretty neat idea, because if your luck is bad, it means you can keep the difficulty lower and lose less, or lose nothing. This lets you enjoy the game at a relaxed pace. Additionally, if you lose at a high level, you can always drop the difficulty to gain your level and items back before rechallenging the tougher areas. There is also an in-game store where you can register your weapon, and pay to regain the stats on it.

Dying may seem like a major setback on higher level expeditions, but it’s also pretty important. Whenever you die to a new enemy or in certain fashions, you get to view a “Death End”, which tend to be pretty gory. You are given a skill point for your pain. These skill points can be used on a permanent upgrade tree so you can improve your attack, defense, health, and resistance to status effects. It is actually handy to die a decent amount for these points.

As you manage your way through the labyrinths that are in the Strain area, you will find many items, either left on the floor or from beating enemies. These may include healing items, temporary enhancements, debilitating items, or upgrade your weapon stats. Speaking of weapons, you will get different weapons as the game progresses, each with their own traits. Some may have a counter ability, some may hit two tiles ahead instead of one. As you use weapons they will “level up” and increase the improvement value, meaning you can upgrade the attack and defense associated with the weapon even more.

Following the theme of Death End Re;Quest, instead of stamina, which is a resource that normally depletes as you perform actions and then drains your health fast when out, #DERQZ uses sanity as a resource. At certain benchmarks for depletion, you will notice certain changes, such as the borders of your screen going dark, your map view shrinking, or icons disappearing from your minimap. When out of sanity, you can still move around and attack and such, but you have a chance of hurting yourself in confusion. It makes the stamina type resource a little more manageable, especially as there are usually a lot of sanity recovery items that can be found on the floor.

Let’s take a moment to talk about the escort portion of dungeon exploration. Now, if you’re like me, you probably hate escort quests. In fact, I’m pretty sure most people do. Thankfully the escort portions aren’t that bad at all. When you ascend back through the labyrinth, any part of the map you have uncovered, as well as traps, are still visible. The dungeon only changes on each new re-entry, not while you’re still within it. This makes getting out fast much easier, especially since you can see enemy icons on any uncovered map. This is extra useful if a powerful wandering enemy is on your floor, as they have a different icon. This makes it easier to avoid them. As an added bonus, there are “emergency exits” you can find in the Strain Area which will let you leave. Using these while during an escort segment counts as you successfully escaping. So if you’re in a 10 floor area and find an exit on floor 9, congrats, you just need to go back there after the boss to successfully leave.

#DERQZ has some good music and visual direction, as I’ve come to enjoy from the series. The music is a combination of new and remixed old tracks, providing a good blend of fresh music and some of my favourite tracks from the previous games. As usual for a Compile Heart title, the visuals outside of combat/exploration are dynamic 2D models of the characters in an anime style. In combat/exploration for #DERQZ has 3D chibi models of the characters and enemies. An interesting choice to make them the chibi/cutesy style, which contrasts with the bloody and gory Death Ends you’ll most likely be encountering.

Overall I’m quite pleased with Death End Re;Quest: Code Z. The gameplay is customizable to your desired level of difficulty without leaning too hard in either direction, the visuals and music are good, and the gameplay loop is enjoyable without becoming cumbersome. While I certainly can’t recommend Death End Re;Quest: Code Z to everyone, mainly due to the gory nature of your deaths, for those looking for a new roguelike addition to their library I feel it is quite enjoyable. While it may not depart too far from the genre conventions, there are enough aspects particular to the title to draw in players.


Score: 8.5 / 10
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