Part 1: Update I
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Well, here we are. We're greeted by the familiar Spike Chunsoft logo...
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...the probably familiar Criware logo...
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...and a piracy notice with some little Monokuma doodles...
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...before being dropped on the main menu. While we're here, a quick word on the music. This game has gone with a bit of a different style of music compared to the first two games. To try and describe it, I would take this route: The first game was marketed with a tag of "psycho pop", the second game was marketed with a tag of "psycho tropical", and Danganronpa V3, the third mainline game, was given the tag of "psycho cool". I would give this game the tag of "psycho lounge", keeping in that theme. There's a fair bit of laid back themes with relatively simple tunes, some simple vocals that have no actual lyrics - just "yeah"s and "ooh"s, some minor scatting, that kind of stuff - and bits in the tracks where there's basically nothing going on - note in this track from about 35 seconds on, where there's a bit that goes for about 35 seconds with basically just percussion, bass line and some prolonged string notes, or whatever that wailing tone is supposed to be. I'm not a musical expert, and in fact am quite an idiot at musical stuff, but it really gives me a lounge feeling. There's a few tracks in particular that really nail that vibe, and I'll point them out when they come up.
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We're not given a lot of options to start with. We can load, and we can start a new game. Let's start a new one, shall we?
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We are next presented with the difficulty select. We get to pick between Genocide Mode ("Super Ultra Pumped Genocide Jack Mode * For those who just want to enjoy the story"), Komaru Mode ("Working Hard for a Normal Girl Mode"), or Despair Mode ("Ultra Despair Mode"). I'm not sure what the difficulty does exactly. I know it makes the game harder, obviously, but I never looked into what exactly it does.
As an aside, we get a choice in voices between English and Japanese here. I'm sticking with English for the reason of "I can understand it", because that's the kind of guy I am. Anyway, for the difficulty level...
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...there only ever was one choice.
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♪ BGM: Silence ♫
Before we get to start our game, we get some stuff to set up. Text from the system like this will be shown in italics.
With Auto Camera, you automatically follow the character you're controlling. And with Manual Camera, you can control the camera with the Mouse. This can be changed in Options later on, so choose the one you like for now.
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I'll just go with Auto for now. I'll fiddle with it once proper gameplay starts. But now, we get our first cutscene!
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A fair amount of music in this game, as has become the norm in the series, are slight remixes of music from the first game. So here we have a remix of Beautiful Dead, one of the calm, but kind of somber exploration themes of the first game. One of my favorite tracks, that is.
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Oh jeez, are we going to have a flat-earther protagonist?
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Oh, alright then.
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And we have our title card!
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♪ BGM: Silence ♫
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She takes a running start, and...
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This is actually just taken from my copy of the DR1 soundtrack, because I can't find this track in my UDG soundtrack. It's very clearly Beautiful Days, the happier counterpart to Beautiful Dead, but I don't know if it was remixed in this game.
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And with one final kick, she stops.
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Suddenly, the door bell rings.
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At least it seems they treat their prisoners well, whoever these people are.
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Damn, looks like I'm going to be done with this really quickly then!
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We hear some rattling from the door.
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♪ BGM: Silence ♫
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Some more rattling.
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More rattling.
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Something tells me that it's not standard rescue team procedure to jab what looks like claws through locked doors.
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Also, I don't think the equipment would look like a paw.
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Also, probably not going to bring the red laser eye.
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Komaru, understandably, doesn't know what the fuck. Also, to note, "Komaru doesn't know what the fuck" is going to become a running theme here, so keep count at home how many times I bring that up.
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The door gets crumpled rather easily and tossed aside by whatever is on the other side, and that whatever is revealed to be...
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...an old black-and-white friend!
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We now abruptly switch from the animated cutscene to an in-engine cutscene. The Monokuma stares menacingly as Komaru tries to crawl away.
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And the Monokuma leaps into action!
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Alright, we're now in control of Komaru. We've got ourselves a basic health bar with three hit points so far, and we're told that the WASD keys allow us to walk. Let's do that, then.
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The Monokuma makes a run for us, so we just circle around the table and make a break for it out the now opened door.
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However, when we get there, things don't look much better. There seems to be a lot of fire going on. We run down the corridor to the right...
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...and the Monokuma is right on our tail.
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Well, nothing much to do but keep running, so we do that for a bit.
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After a short distance, the elevator comes into view. And heading towards it, we get another cutscene!
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The Monokuma is still in hot pursuit as Komaru makes a dash for the elevator.
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Sadly, jamming on the call button repeatedly does not make the elevator come faster.
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The Monokuma is closing in...
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...but the elevator opens!
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And Komaru is shocked to see...
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...guys in suits! One of them should look quite familiar to us!
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The guy then pulls out a megaphone, which builds up some energy.
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He blasts it at the Monokuma...
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...and it turns out to be quite effective!
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Komaru, once again, doesn't know what the fuck.
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Hrm, looks like these Future Foundation guys are having some trouble.
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Actually, I guess it seems like they have the situation well in hand.
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Byakuya tosses Komaru one of the megaphone things.
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Suddenly, Monokuma attack!
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But it is helpless before the power of the megaphone.
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And as Komaru enters the elevator and prepares to head down, it seems like Byakuya has the situation well in hand. I'm sure he'll be fine.
Anyway, that'll be it for the first update. Next time, we step outside this building for the first time and see what awaits us there.