Gina and Allison play Danganronpa Another Episode: Ultra Despair Girls.
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13 Comments
This episode is free from the content warnings listed in episode 12.
51:20 actually all his sprites and even 3D model have one side of his collar white, it's intentional
You fail an arcade puzzle room as soon as you get noticed by a monokuma. Which happened several times in the first room because you didn't shoot it fast enough and let it recover. "single explosion" doesn't require "single shot", they are not that evil.
I think what happened with the "Monoku-Man Labyrinth" is that you got spotted and that immediately failed the puzzle.
3:07
Are those different? Honestly, what difference does it make if someone is born an AI or transcends into one?
As a Catholic raised person, i have NEVER heard of putting a statue if Virgin Mary in the ground upside down. O.o;
I do know of putting a statue of Virgin Mary next to your front door or on the shelf above the fireplace or such, as ANY statue placed anywhere (the right way up) is supposed to bring good luck to the house. Especially if it is gifted by someone you love to (kinda similar like a Buddah statue actually. 🤔). But that’s all. O.o
Also: It doesn’t work at all… My parents got a Virgin Mary statue (with a special bottle inside if it containing water from Lourdes which is said to be blessed by the Virgin Mary) gifted to us by my mom’s mothers. But in the years we have lived (before i moved out) there we have been: Cut off from electricity & gas 8 times in 7 years during winter; my dad lost his job; my mom was forced to work 2 jobs (thanks to my dad’s disabilities); my mom cheated on my dad; my parents got divorced; my dad got cancer & almost died from an infection. Oh yeah, my twin brother broke his ankle twice and I almost died from an almost literal intestinal explosion. So yeah, doesn’t work at all. >.>;
Speaking about the "version of this game without the gun", I dont think any survival horror game besides some Resident Evils do survival horror in a hard way like you guys are referring. Even Silent Hill and Evil Within the combat is largely simplified by most guns, and you are given excessive ammo to defend against encounters. Even still, Resident Evil's difficulty comes mostly from tank controls and imprecise aiming of the older games. I dont know about you, but most of RE isnt scary to me. Its actually quite goofy. In RE4 you can suplex 6 priests in a row, and if Ashley end up positioned in a way where you suplex animation places Leon's head beneath her skirt she will call Leon a pervert. While he suplex a priest with a machine gun.
All I am saying is, its no wonder Survival Horror is a dead genre. No one knows what they want in it. IMO what you suggested wouldnt be a good game to play or design. It would just be Amnesia with extra steps, and Amnesia style games are already super outdated.
With the added option and button to turn it off completely via Toko all I can think of is a famous quote from the game design bible: "when allowed, players WILL optimize the fun out of videogames".
The girls keep fighting 😣😣 nooooo
According to his in game model and all the character art, that's actually what Haiji's collar is supposed to look like. But he's such a garbage character anyway (even just based on his in game profile) so them messing up his art would be funny regardless.
Future Foundation has an image problem in Towa city because I think Future Foundation is a direct competitor to Towa Industries in the Freedom space. If there was no Monokuma's or Ultimate Despairs, the world wouldn't be going to hell, and there would be no demand for Towa brand air purifiers. Just a thought.
I understand the survival horror potential with no hacking gun. But with the game as it is, we get to watch Komaru’s growth from a cowering crybaby to a confident hero, precisely because she is given the opportunity to defend herself.
During the monoku-man labyrinth there´s some really interesting details in the walls:
The first one is pretty much a monster hunter reference (the game that the "Demon Hunting" massacre game that the warriors of hope kinda references with its name and logo). You can actually see the stats of each of the warriors of hope and not only that, the images in the walls tell a story:
One where the warriors of hope set on a journey as adventurers in order to save a queen, they kill some monsters, find the queen in cage and free her to be able to rule again. With the queen sitting on a throne with they around her as their loyal guard. And that queen being Junko.
The other walls also have some references to certain fairy tales like Snow White (with Monaka as snow white and Nagisa as the prince), the princess and the frog (with Jataro being the frog and Junko as the one that breaks the spell since she is the only one that showed him affection) and Cinderella (with Kotoko as Cinderella, Masaru being one of the nobles that danced with her and Nagito as the prince that checks the glass slipper on her feet.
Also, another fun detail is that those monokumas with mustache are actually pacifists. They don´t attack you unless you attack them.
I have never been confident in understanding what this game's story is trying to go for. Like, taking it at face value is very difficult because of all of the logical and tonal problems with accepting Komaru's despair or, like, having forced emotional moments for characters that have less than 20 lines of dialogue, or any of the weird pseudo-intellectual arguments any of the characters make that don't really fit the exact situation, etc. Some parts of the story feel like they're intentionally tongue in cheek even with the main plot and surface level themes, like it knows it's all a big soap opera that's kinda stupid, but in that case, I still don't get what the joke or entertainment value is, because it's still making you sit through long overdramatic scenes of emotional conflicts you can't sympathize with because they don' fit the actual plot or gameplay (it feels weird no matter what difficulty you play on, the game is just easy and non-threatening, and half the gameplay is MonokuMan puzzles that aren't impacted by the difficulty setting anyways. The game encourages never using Jill, since you get penalized in your chapter score whenever you use her, so yeah, Komaru does literally everything all day every day and then Toko who does literally nothing insults her for not being active enough). I do think the main problem is just, like, the acceleration of dramatic beats and pseudo-intellectual thematic waxing beats is just off it's pace because the writer isn't used to writing for this linear of a story, so it kinda leaps to making emotional beats or talking about themes it has yet to really develop, and the core ideas of the story didn't end up meshing well enough with the ideas the writer wanted to try expressing. The obvious point being that Toko never at any single point actually explains what physical real-world action she would consider to meet her vague meaningless buzzwords.
An example of a game that does a great job with 2 very different deuteragonists on a difficult and dangerous adventure that really sells those ideas is Brothers.