Gameplay Danganronpa: Trigger Happy Havoc
a screenshot conversation character mondo owada
danganronpa: trigger happy havoc casts players in role of makoto naegi, student of hope s peak academy, finds himself trapped in game of mutual killing among students. gameplay similar in style ace attorney series, revolving around investigation , finding contradictions, albeit emphasis on faster gameplay. each chapter of game features 2 styles of gameplay; school life, in player explores academy , progresses through story, , class trials, player must deduce culprit of crime.
during school life, player can explore school grounds in first-person perspective, more areas of academy becoming available game progresses. whilst in 1 of various rooms, players move crosshair cursor used initiate conversations characters or examine parts of environment. examining objects yields monokuma medals, can used in capsule machine in school shop unlock presents. school life divided 2 sections; daily life , deadly life . in daily life sections, players converse various characters , move plot along. comments can reacted reveal new information. in designated free time segments, players can choose hang out specific characters , give them presents, in turn reveals more information them , unlocks various skills can used in class trials. when crime scene discovered, game shifts deadly life section, in player must search clues throughout academy. evidence , testimonies gathered stored in player s e-handbook, players can save game. when possible evidence located, game moves on class trial. prior class trial, players can assign skills have unlocked, can assist them during gameplay.
the class trials main section of game, in students must discuss amongst culprit is. exception of occasions player must answer multiple choice question or present piece of evidence, class trials consist of 4 main styles of gameplay: nonstop debate, hangman s gambit, bullet time battle , closing argument. common of these nonstop debate, characters automatically discuss thoughts on case, potential weak points highlighted in yellow. during these sections, player armed truth bullets , metaphorical bullets containing evidence relevant discussion. in order break debate, player must find lie or contradiction amongst weak points , shoot bullet containing evidence contradicts it. players can silence disruptive purple chatter earn time , utilise concentration meter slow down conversation , make shots more easily. these sections become more difficult game progresses , more possible weak points added, later trials requiring player use 1 remark ammunition against another. hangman s gambit shooting puzzle section in player must shoot down specific letters spell out clue. bullet time battle one-on-one debate against student featuring rhythm style gameplay. opponent makes remarks, player must press buttons in time beat lock onto remarks , shoot them down. finally, closing argument puzzle in players piece comic strip depicting how crime went down. players influence amongst other students represented hearts, reduced whenever player makes errors in shooting contradictions or presenting evidence , replenished when correct evidence presented. game ends if player loses of influence, or if run out of time during segment. @ end of trial, players ranked on performance, additional monokuma medals awarded high ranks.
the playstation vita , playstation 4 versions features exclusive school life mode, based on island mode introduced in danganronpa 2, unlocked after clearing game once. in if? mode, monokuma tasks students building several backup units of himself on several days. each day, player assigns students scavenge rooms necessary materials needed build each concept, keep school clean, or rest recover energy. during free time, players can either hang out other students unlock skills, in main game or use trip tickets earned completed concepts take them on trips. vita version features high-resolution graphics , optional touchscreen controls.
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