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Showing posts with label Death End re;Quest. Show all posts
Showing posts with label Death End re;Quest. 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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Death End re;Quest - PC Review


Just a few months ago, Richard had the chance to delve into one of Compile Hearts and Idea Factory's newest JRPGs. Now having made its way over to the PC, it was my turn to dive into this very interesting blend of JRPG elements that while always feeling familiar in one sense or another, was refreshing because of how different it was in its construction.

Death End re;Quest is pretty much it's own brand of crazy where even the Neptunia series hasn't tread. Having disappeared from the real world, our protagonist Shina has been locked in a now defunct MMO project that she had been working on. Trapped seemingly alone with very few NPCs left, you quickly learn that the world, which shouldn't even be online after the project has been shut down, is corrupted and only getting worse.

Being trapped in an MMO is nothing new with .Hack and Sword Art Online having both explored this theme from different perspectives. One had people falling into comas because of a particular style of attack known as Data Draining while the other approached it by trapping everyone into the game with fail safes put into place that would kill anyone trying to log out immediately. The difference here though is that starting off Shina has no idea she's even in a virtual world much less that her dangers are rather real and extremely dangerous. Exploring the world you find out the details as she does making the whole context feel pretty cohesive as details fall into place at a proper rate and any backstory that you need to understand is given to you when it is needed.


Visually Death End Re;Quest is pretty to look at with vibrant colours that acts as decent accents once you've moved into the more barren wastelands. The character models look a bit more realistic than those of say the Neptunia series but I would be lying if I didn't mention that the main cast looks very MeiQ / Mary Skelter-ish. That is a bit of what I meant up above in that the various elements feel rather familiar because you can see a bit of each of the previous projects including the combat which feels right at home in the middle of Fairy Fencer F and Mugen Souls.

Running into enemies on the field or due to storyline combat, the battle field is the same. Set in a circle in which characters and enemies can move around, your party will have access to normal attacks or more powerful ones that require MP. What is really neat is that instead of Mugen Souls in which you needed to make sure an attack had a blast attribute, performing a combo can launch an enemy backwards and either into another enemy or group. If however while they are flying backwards they hit the edge of the encounter circle they'll bounce back and run into anything else that could have been run into which leads into one of the last combat features that is unique to this title.

Within the circular field of battle are markers on the ground that are a form of data corruption and will hurt your characters if you're not careful. What you can do however to avoid or navigate these dangers is smack enemies into them which will cause extra damage. This is not only a viable battle tactic but often a necessary one as while they are hurt while being thrown through these markers, they can use these markers in order to power up if you let them. It adds a bit more depth to the combat which isn't exactly basic, but has essentially become the baseline for the company between its various IPs.


A big detail that I want to praise is the dialog. Conversations feel natural and part of the overall experience instead of just being an add-on. Sometimes though these conversations are so damned long that you wonder when control is going to be dropped back into your hands. Sometimes this could be because you're simply ready to go out and take out a few monsters but other times you really just need to make sure that you can save. Nothing is one-hundred percent certain so saving often is important as you don't want to lose progress because of a game crash so being able to save during conversations was HUGE. This covers all of the bases including being able to reload because you made the wrong choice and game overed.

"But the "choose your own adventure" thing. Hoo boy, that's the first place this game really got me, and let me tell you, I was royally pissed off, and I loved Death End for it. Every so often, or more like five minutes depending on how fast you power through the game, you will be given what is generally a choice between two options. One option, will have you progress through the story. The other? Game over. No, I don't mean "it's a poor choice but carry on anyway", I mean you literally get a Game Over. Guess who failed the first choice? That's right, me.
-Richard" 

Knowing this I was a bit more prepared than he was. It also helped that Richard continued to remind me as I started and checked up on how I was going probably just to laugh at me when the inevitable finally did happen. Well it did but I didn't tell him so he can laugh about it now I suppose but I do agree with him though that the overall experience is just as much a Visual Novel that it is a JRPG. The reason isn't just because there's a ton of dialog, the reason is that while you get to explore the game world with Shina, you can also explore the real world with Arata as there's a whole different story going on in the outside world.


With the gaming servers mysteriously up, the world world's stock exchange has plummeted and the only thing those attacked can see is the MMO world's login server. Somehow stuck in the middle, Arata will be both helping out Shina in the game work as a hacked bear known as Enigma while having his own adventures outside the virtual world. This not only lends more depth to the experience but it also allows for a bit of a break from the glitchy visuals that while not as bad as the original .Hack series, were still enough to give me a bit of a headache over time.

So overall, mashing up the likes of .Hack or Sword Art Online's being trapped in a digital world, MeiQ's character design and finally a penchant for the macabre, and you have one of the better titles this partnership have ever put out which in the past couple years is a fair amount of praise. Whether fans of RPGs or JRPGs, Death End re;Quest is worth grabbing either on the PC or on the PS4 where it was already available.

Game Information

Platform:
PC
Developer(s):
Compile Heart
Publisher(s):
Idea Factory International
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4

Source:
Provided by Publisher


Article by Pierre-Yves
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