Sunday, June 2, 2024


Genre – JRPG, Horror, Mystery     Play Time – 16 hours     Developer – Compile Heart/Idea Factory   Steam    VNDB  

 

Hack The World

  
There are two ways to make a squeal, either you stick close to what was established in the first game and provide more of the same or you take the basic ideas of that original title and reinvent them in a new form. Death End Request 2 takes the latter path by shifting the series from being about people trapped in a video game into a tale small town horror with a vastly smaller scale of narrative. The core tension and RPG integration remains as the solid foundation around which its new vision can develop. Not everything it inherits is for the best with issues about the use of the titular Death Ends being ineffective and the combat system long having reached its limit, all of which the game makes no real effort to solve. Does this reinvention breathe new life into the series or does it undermine what made the first game good? Let’s get trapped in the countryside and find out.
 

Digital Horror – Narrative and Themes

 
In choosing to embrace small town horror as a core part of its tone and content, Death End Request 2 invokes the genre tropes associated with it. The game does not simple play them straight instead choosing to play into them from interesting angles or using them in unexpected ways all in service of creating tension. Take the almost cult like religion which dominates the town, its followers range from normal believers to insane fanatics, but it is often unclear who falls into which camp or what involvement they actually have in the mysterious monster appearing at night. On one level the player is expecting the religion to be the source of what is going on so will be jumping any time something related to it appears on screen. Meanwhile the seemly innocent believers muddy this gut reaction lending a sense of paranoia as the game places enough doubt for questions to form about if they are genuinely uninvolved or so far gone that they cannot see how wrong their actions have become. In a small town everyone knows each other and the player is rapidly introduced to the majority of the important cast and thus unknowingly to all the enemies and allies they will be involved with over the course of the story. Due to their close proximity the characters’ lives and emotions become well known and they come across as reasonable people with their own issues and dreams. As such when the curtain is pulled back and their true nature is revealed it furthers the established feeling of paranoia as the characters whom the player thought they knew turned out be hiding their true face which causes them to reevaluate the rest.
The small nature of the town and orphanage means you will be very faimilar with its residents
 
Gone is the stark divide between the visual novel and RPG halves present in the first game and in its place is an emphasis on the personal nature of the game’s mysteries. The cast members remain constant through both sections as does the location they take place which lends a sense of continuity between the two sections and avoids the disjoined feelings prevalent in the original title. When night falls the familiar scenery of the town is warped and twisted into monstrous forms and seemly safe spaces take on a sinister shape adding to the already unsettling nature of the daytime. As the night is the RPG half of the game it is home to the monsters which form the backbone of the supernatural elements of the mystery surrounding the town. Events that occur within the night effect the town as a whole even during the day creating a sense of interconnectivity from the consequences of what happens during the night. Having the main cast remain the same between the two halves allows all of the threats faced on both sides to take on a personal angle through which they are pulled backwards and forwards by the challenges each presents. Without the grand conspiracies of the first game, this intimacy is necessary to maintain the player’s interest and leads to a highly character centric narrative where placing them in danger contributes to plot progress and a slow escalation of stakes.
Blending the two halves of the game was the best move they could have made

As a series Death End Request has always had a problem with how it handles its signature feature, the Death Ends, and this continues in the second title. The game seems actively ashamed of them and fearful that a player might accidentality stumble into one so it signposts them aggressively. Manifestations of this can be seen in how the choices have a very clear bad option leading to the Death End or have the characters more or less spell out which option is the correct one to progress the story. This removes any impact the surprise of choosing one by accident might have had since the game removes any element of uncertainty and by extension any threat. Death Ends themselves lack any interesting contents to justify going out of your way to experience them. The majority are simple violent deaths for the characters with no substance to them and there is only so many times you can see people die horribly before it becomes familiar and boring. A good bad ending reveals a small hint about the plot or some interesting character morsel for the player to chew on and keep them coming back for more. There is no such draw to most Death Ends and so they ring hollow as a narrative device.
 

New Found Family – Characters

 
A tight focus defines the core cast with it only consisting of three characters whom the game follows consistently throughout its entire duration and it rarely leaves their perspective. Couple this with each one of the trio having distinctive personalities which compliment and contrast with each other and what forms is an entertaining group dynamic. Due to this small main cast each of them get a sizeable amount of screen time in order to humanise them and in doing so provides room for them to bounce off the other characters to reveal more about themselves. Take the protagonist Touyama Mai, she suffers from trauma and self loathing from having murdered her abusive father, but rarely does she openly and directly express this and instead it is communicated through her social awkwardness, frank answers to people’s questions and her general rejection of those who treat her kindly. Yet there is a kind side to her that she cannot suppress especially when it comes to children and these two halves balance themselves out in a subtle manner resulting in a well rounded character. The rest of the cast are similarly layered and react to the ongoing horrors around them in an organic way which helps the player form a bond with them as they share a similar emotional state and knowledge. Everything about them is a carefully harmonious mixture of contrasting pieces that works to keep the characters feeling fresh.
The main trio are endlessly loveable

When it comes to characters the group which stand out like a sore thumb are those who are returning from the first game. The vastly different subject matter of that title makes its cast come across as out of place in a small town horror narrative. Their personalities are larger and more flamboyant than the new cast which is due to them being from a game with a much larger main cast meaning they had to be immediately recognisable so the player could remember them. This was fine in the first game, but here it feels like the game is shouting at you whenever they are on screen compared to the new characters which are almost like quiet whispers. While their involvement in the narrative is relatively minor overall, they appear just often enough to distract from the game’s tone and drag the player out of the experience. They also represent a missed opportunity to add some additional depth and humanity to these characters, especially Shiina who has by far the most screen time and yet remains static throughout. Instead they just do a greatest hits version of their personality before exiting the stage to be forgotten about the narrative and the player.
Shiina is such a missed opportunity here

 

Corrupted Normality – Visual, Audio and Technical

 
The visual and audio style of Death End Request 2 inherits much of the glitchy and data corruption styling of the original title, but here recontextualised as a perversion of the real world rather than of a game. As such it has toned down the more fantasy themed elements from that first game in order to keep the parts of the town the cast visit at night still looking recognisably like their day time equivalents. It plays off this combination of two familiar and yet vastly different aspects to create a sense of unease since these mundane places are similar to those the player likely sees every day and yet they all wrong. During the day time sections when only the normal town is shown it adopts a brighter visual and audio style to show the warmth of the orphanage and the girls which the cast interacts with. However, even this takes on a darker undertone as the truth behind the town is revealed without the need for any dramatic changes and this does work with the subtle build up the game is based around. The resulting mixture lead to a feeling of texture to the world beyond the direct narrative being presented to the player and it works on them in a subconscious level to push them into experiencing the desired emotions.
The RPG system need some major updates to main interest

Compile Heart has had a RPG combat system that they have been using since Hyperdimension Neptunia MK2 and the Death End Request series uses a variant of it focusing around knocking enemies into one another. While it is never not satisfying to hit enemies around liking bowling pins, it was always a limited gimmick pasted over an ageing battle system which has long ago reached its limit. The symptoms of this stagnation are clear from its lack of meaningful mechanical escalation to enemies who do not encourage the player to engage with the unique selling point of the gameplay. Alongside this is the recurring problem in Compile Heart’s games in their inability to balance difficulty properly. At about the half way mark there is a dramatic escalation in the health pools of enemies with little to no other changes resulting the fights taking longer to complete without actually becoming more challenging. This makes the latter sections of the game feel like a slog to complete which really hurts the player’s ability to enjoy the other elements of the game. To top it all off the final boss is such a massive jump in difficulty due to its insanely damaging attacks compared to anything else beforehand that it would perfectly reasonable for the player to rage quit in response.
 

Conclusion

 
Death End Request 2 is a game defined by when it inherited from its predecessor and by how it shapes this into something uniquely its own. It takes the glitch and data corruption visual, audio and narrative elements and reshapes them into the context of a small town horror story in order to provide an unsettling atmosphere. The more personal focus and smaller cast also contribute to the claustrophobic and paranoid atmosphere where the player becomes intimately familiar with both the main cast but also the people who will reveal themselves to antagonists. Not everything it inherits is of such a high quality, it continues the first game’s inability to properly utilise the titular Death Ends and old cast members feel out of place in this new tone and setting. On top of this the RPG systems have long ago reached their limits and can bore or infuriate the player over the course of the game. However, none of these issues are enough to undermine what is one of the strongest examples of RPG horror.
 
 

Verdict – 

A sequel which is not afraid to take the series in a new small town horror direction to create something distinct to great effect. It is only held back by being shackled to an ageing RPG system.
 
 

Pros -

 
+ Excellent utilising of the small town horror genre to create a tense and compelling experience.
 
+ The smaller focus and scale contribute to make the game feel intimate while promoting paranoia in the player’s mind.
 
+ A small main cast allows each of the characters to be properly fleshed out and given the subtle and humanity they need to make them likeable and interesting to watch.
 
+ Glitches and data corruption pervert the mundane world of the town creating a distinctive and unsettling visual and auditory identity.
 

Cons -

 
- Death End continue to be poorly utilised, overly signposted and uninteresting to engage with.
 
- The returning cast members feel out of place in the new setting and tone while not receiving any development of their own.
 
- Compile Heart’s ageing RPG combat system is unable to produce interesting encounters consistently over the course of the game and is balanced poorly.
 

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