![]() ![]() These choices are immediately apparent and more often than not lead to Makoto's sudden demise. #Death come true gameplay movieAs you're watching this mystery movie play out, key choices will appear that force the player to action. It's this loop of dying and retrying that creates the core of Death Come True's gameplay. One choice leads to yet another sudden death for the player while the other continues the story on for another few minutes. ![]() At this point, the player can choose to continue hiding as his hostage is rescued or bust out to steal her away from her captive's captor. The second choice that the player can make is to simply hide out in his closet while the officer comes in to survey the room and discover the hostage situation. For the first loop, this is the only choice that the player can make and starts off as the foundation for how Death Come True plays out. Answering the door and inviting the policeman into the hotel room will result in the officer finding the hostage and subsequently shooting Makoto as he tries to escape. Throughout this live-action adventure, players guide Makoto through a number of life-ending sequences in a constantly looping narrative. It's quite the cold open and starts off the tale with no further introductions necessary. To make matters worse, there's a woman tied up in his bathroom and a police officer at the door. #Death come true gameplay fullAs is typical for many a good murder mystery, he wakes up to find himself in a hotel room he has no recollection of staying in and a head full of missing memories and jumbled visions of the past. #Death come true gameplay serialAnd that’s enough.Death Come True starts off with players guiding around a suspected serial killer known as Makoto Karaki. Do I recommend that you play World’s End Club? I’m not your parent. These kids are charming and the setting is interesting enough to make the dogshit worth it for me (even if I think Tattsun’s buddy power sucks because he turns into a big ol’ misogynist). But I was compelled enough by the interpersonal connections characters had with each other to keep going even though the game controls like a worse Donkey Kong Country. It’s by no means perfect or even all that fun to play. Was I frustrated playing the game, sometimes? Sure. I expected the game to be a simply linear visual novel/platformer. ![]() I only got there because I fucked up somewhere. I won’t tell you specifics, but I reached the credits before the game’s “true” ending. This is evident in the game’s name-change (it was originally slated to be called Death March Club).Īnother mistake a player could make is to assume that their choices ultimately won’t matter, since the end is predestined. This game originally came out on Apple Arcade given the corporation’s tendency to prefer more family-friendly joints, it’s reasonable to assume that World’s End Club was always going to be pared back a little bit in comparison with its spiritual predecessors. I think if there’s one mistake a player could make it’s that they see the names of the writers and assume that this is going to be a story that they can map their experiences playing Zero Escape or Danganronpa onto directly. The world has indeed ended, and if we have no other choice than to experience that through the eyes of peppy and precocious pre-teens, that’s fine. ![]() I can’t help but be drawn to comparisons to Stand By Me and Tokyo Sinks 2020, both narratives about kids on a perilous journey (and Tokyo Sinks 2020 for that apocalyptic kick especially). I find the writing charming, if not particularly suspenseful or deep. Also on board is Nakazawa Takumi, a prolific visual novel writer and director who also worked with Kodaka in 2020, on interactive film adventure game Death Come True. It was directed by some folks who have built their careers off making interesting games that resist a typical gameplay experience, like Kodaka Kazutaka, the scenario writer and planner of the Danganronpa series, or Uchikoshi Kotaro, who most notably directed and wrote the scenarios for 999, Zero Escape: Virtue’s Last Reward and Zero Time Dilemma, but also he was the 3D modeler on the 1999 PS1 cult classic endless runner Pepsiman. Its platforming mechanics leave a lot to be desired and the frequency with which you’re allowed to use any of the core characters’ awakened powers (aside from Reycho) is frustratingly low. I’ve spent nearly ten hours playing World’s End Club (Too Kyo Games, 2020 – Apple Arcade/Nintendo Switch) and I have to be honest with you: I don’t think it’s a very good game. ![]()
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