
A ghostly fusion of Visual Novel and tactical RPG, which sees you hunting ghosts as part of the Gate Keepers, a team of school friends from the Kurenai Academy. Boasting gorgeous artwork and smart strategic battles, this is a must for those who like a side order of gameplay with their Visual Novels.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Tokyo Twilight Ghost Hunters Daybreak Special Gigs is one of those games where you try and try to find excuses for their faults, but at some point, these excuses just get smothered by the abysmal amount of issues. Honestly, the controls are the least of its problems, although they are genuinely awkward at first. It took me about an hour to get used to them, and I had no issues afterwards. If you're used to switching between platforms, your PS4/5 controllers and your friend's xbox controller, have played 2-player games on a single keyboard as a child - getting used to odd controls shouldn't be an issue. Also, if the game is good, it's not even worth the mention. Sadly, Tokyo Twilight Ghost Hunters Daybreak Special Gigs a.k.a 魔都紅色幽撃隊『DAYBREAK SPECIAL GIGS』(Mato Kurenai Yūgekitai) is definitely not a good game and is not worth any compromises. I will start with the good sides, as they are so few, I'd rather get them out of the way before starting on my huge rant on how problematic this game is, how it ages without any class and how it was probably bad on PS Vita too, cause some things are just there, regardless if it's a port or not. The good sides of this visual novel/tabletop children's game are: nice mid-scene graphics; lots of locations to roam about; good ideas of side-locations such as various stores and hidden areas in the website etc.; fine stories up to episode 11 included; awesome idea to have an OP and ED for the episodes - made my anime-loving heart fall for them each time I started and ended an episode; the music altogether; the variety of objects to use such as charms, weapons, accessories, equipment, borrowed skills AS AN IDEA but not as an implemented feature. This said, let me jump into the deep, dark abyss and begin my humongous rant about how cheated I felt while spending 79 (yes, SEVENTY-FKIN-NINE) hours in this game. While streaming, I lost 2/3 of my usual viewers because of this disaster of a game, but I am a stubborn piece of work, so I took the challenge, and I beat it. Since they decided it's not worth putting achievements on Steam, let me use the data from PSN: just 4.42% finished the game (episode 13). Trust me; there is a reason when this happens. And it's definitely not the controls. Also, reasonably so - they didn't spend too much time and money on setting up achievements on this platform - I wouldn't want to witness how many MORE players dislike my progression either. Okay, so actual problems in-depth [MAY CONTAIN SPOILERS]: The story The story is a mess of episodic events which are by no means related to each other. Unfortunately, in the very last episode, you end up getting a bunch of messy sub-stories mixed into a dreadful bonanza of illogicality. You suddenly have a story about the founder of Kurenai Academy, about Necromancy, about World War II (WTF and where did this come from???). You get to meet a girl from an earlier episode which is nice, but hell - nothing, I repeat NOTHING, prepares us for the "drama" of the "main antagonist". Why do I quote-unquote everything? Because they tried oh-so-much to be dramatic, but it just didn't work. Character development: just when you thought they had something going on, nothing happened. Really a downwards spiral: they forgot side-characters, they don't introduce characters, the skills and abilities have no sense according to each character's specific history and hobbies, crafts and professional nature etc. 2. Skills, weapons and general equipment There is no such thing. You get to learn skills from your allies, but there are limitations to what you can use, no explanation of these limitations whatsoever. I spent half my game equipped with skills I couldn't use. Unless you follow the builds to the T from a guide, you will have a tough time in the battles. Don't pick melee; it's not worth it - instead, choose a friggin guide and don't play in your personal playstyle. You will have too much money in your account without any way to spend it. Unlike most visual novels and JRPGs, you have no personal life, no side-quests, no side-stories, no character personalisations and no way to make this more fun. Hence, you will stack and amass a tremendous amount of cash, weapons and accessories you will never use cause they are just too weak or too useless. If you equip passive or idle abilities and skills, you may never understand they are not working because there is barely any description of what's up in this game and why it's there. 3. Team and party building You can miss out on party members. I have no idea if you have some side stories with them or not if they even ported the romantic relationships in the game. I got some odd Tei confession, which is supposedly a relevant achievement on PSN. However, it felt so awkward and out of character, especially since I never had anything with her specifically, that I feel bad for the character who was forced to explain how much she loved me. Also: such emotional achievements have zero influence on the game. It would have been nice to have a friendship/romantic metre in the game and unlock special abilities to use during battle like tag-switch or them to use heal without exhausting a turn/AP. You pick your party before seeing the map, the enemy or the setup as a whole. Hence, most of the times, you are basically shooting yourself in the leg every time you pick a party, skills and weapons before each fight. Maybe this is why it's hard to beat the enemies, too - you just don't know what is happening. 4. Farming for campaigns Okay, this is my HUGE issue with the game - although the story is mediocre, and I could enjoy it, out of my 79 hours, I could bet at least 69 were spent farming from the PC requests. And these are boring, monotonous, EASY, and just too much of them in there to enjoy anything related. They bring too few points for levelling; the ghosts in them are repetitive and boring, the maps for the fights are the same five or six maps. It was exhausting and annoying, terribly not fun and even winning, considering how easy it was, was anticlimactic. 5. Fighting in the campaign vs fighting as farming Okay, tell me, please, how can a level 50-ish have 1,500 life and a weapon that deals 200+ dmg in one shot, sleep and paralysis as effects and the ability to escape whenever he decides to? He also had like 5-6 resistance items. To compare: level 60+ in non-campaign fights reached up to the mesmerising 400 health and did barely any damage to me and my allies (<20 points to myself, and the most they did on an ally was 50-ish). No res items. Considering this, and how hard it is to farm in this game due to the sheer amount of low-level and low-rewards battles, made the battles dreadfully annoying. 6. Enemies and allies I have a hard time being negative about the characters in this game. I see that they had a good idea, that they had planned the character types and profiles, but they just didn't execute the lot well enough. The initial 4-5 episodes have a good story with well-explained situations, nice clients who had believable stories and relationships with the ghosts, as well as well-described and delivered ghost enemies. After episode 4 or 5, however, things went as downhill as they could. The allies lacked in descriptions; they were there simply to fill in space. The most awful of experiences unifying the lack of level balance and the lack of story and character build was that typical prince charming in the arc with the copycats. He entered my battle as a supporting character with 20 (yes, TWENTY) levels less than my team and even more than my main character). Basically: a shooting duck and a filler. I know there is more on my mind, much more that we discussed with my viewers during my playthrough, but I just don't see a reason to spend even more time on Tokyo Twilight Ghost Hunters Daybreak: Special Gigs. It's a waste.
I think the art were OK, and the story seems interesting. But 1 point that make this game so bad is just there is no tutorial!! You go play the game and they gave you everything without tutorial, and it's a huge drawback for visual novel. For example, they only gave you an icon without telling you what this icon was and it's affecting the story, and one more thing, you can't save in the middle of the progress. If you curious, get it when it's on sale coz I just bought this for just 1$
일러스트도 괜찮고 스토리도 하다 보면 괜찮을 거 같긴한데.... 가장 큰 문제가 저장을 아무때나 할 수 없다.. 1챕터 후반에 저장이 된다고 하긴 하는데 언제 거기까지 갈지도 모르겠고...적어도 중간에 종료하면 컨티뉴 기능은 넣어주었으면 좋았을텐데... 전투도 뭔가 비직관적이고 심심찮게 등장하는 한자 선택지는 대체 무슨 의미가 있는지 모르겠다. 마지막으로 일본겜의 고질적인 문제인 콘솔버전으로 포팅할 때 키가 psp 기준으로 표시되어 버튼이 대체 무슨 버튼인지 알 수 가 없고 키 변경도 안된다. 키보드로 할려면 U,L, SPACE, ENTER, 화살표키를 사용하는 것 같지만 젤 많이 쓰는 버튼이 U,L에 할당되어 있는건 어째서냐... 키 모르면 겜스타트조차 할 수 없다... 중간 저장 기능이라도 넣어두었다면 어떻게든 해보겠지만.... 중도하차...
Not much of a review as I didn't even finish the first fight, but still.. Very bad explanation of game mechanics (especially the Senses which I only know about due to the lackluster manual's controls explanation), uninteresting writing(maybe due to translation error, but as I cannot read Japanese so), and mixed feelings about the art. The character designs and the cutscenes have a real charm to them, but the background are fine at best, a stretched out mess at worst. And when I saw the Battle Mode Map, I gave up on the game. Plenty of games got such a map, and I think they can be used well. But as a map to pull up or have in the corner. Having that as the actual map instead of showing proper visuals just pulled me out of the game. There's things I see and get hints of that makes me interested in knowing what's are further into the game, but the hurdles aren't worth it. If they ever make a remaster or remake with more work behind it, I would be interested in giving it a look. But this, I just cannot get into.
A hard one to review: summarizing, I had fun with it, and it is different enough to deserve a run. But "different" also includes an obscure interface and an unbalanced progression which requires lots of "grinding". So let's start talking about the interface: I actually enjoy learning a game's mechanics, and there is tons to learn here -- even the board minigame within the game is not clearly explained, but it was actually fun to figure out what was going on. But a few things are just plain weird, like: -- The "senses" wheels are totally bonkers. You choose "friendly" and "mouth", that means you will talk nicely to someone, right? Well, suddenly you are trying to lick someone's face, deal with it. You try to "friendly look" at someone, and they accuse you of stalking... Sometimes you find these strange substances laying around... and the game expects you to lick them? This does not make a lick of sense! (Sorry, sorry....) -- It took me half the game to figure out that I could take side missions to level up my characters; problem is, you need to press a button combination to access them, and this combination was displayed with a cryptic description which led me to think it was something which would show up later in the game. -- I only found out I could speak with the characters between missions from the main office at the very end of the game -- another button needs to be pressed on the right screen, otherwise you will never see this! -- The game does not allow any saving until Chapter 2, and there is a lot of stuff until then. I fired up the game, watched a long cutscene, interacted with a few characters, had the first tactical fight, searched for the save button, could not find it, then figured it must be autosaving, quit the game.... Well, WRONG, had to replay this whole thing later. :( Now the balance: the first few fights are super easy, which is ok; then I found out about the board minigame, which was fun and let you level up your character, so I played TONS of it. My main character was level 3 or 4 before I did that, and I got to level 30+ after a long time. Of course, this made the fights even easier, but it felt right, since I "grinded" so much. Then, suddenly you get to chapter 11 where you get FLOORED by these super hard fights near the end of the game. Worse, some of these fights force your party choice on you, so, if you have not leveled up the right characters, you are screwed... So lots of MORE grinding was necessary to level up everybody to level 60 or so... The game was fun, but this spike felt very very wrong. Item acquisition is also very strange... I got TONS of money during the game, but there was nothing to do with it. There is a shop, but it does not seem to upgrade enough -- all items there were worse than whatever I got through other means. I can only wonder if the shop would level up had I bought more stuff there, but why buy stuff if nothing is worth it? There is also a bit of crafting, but is also very very limited and dependent on materials which were hard to come by. But, again, the game is different enough that I do think it deserves to be played. Yes, there is quite a bit of RNG in combat (you have to predict how the ghosts move, which does not always go the way you think), but you are supposed to manage that as well. And there are so many abilities you can acquire, the game is more of a Strategy RPG than just a Visual Novel. Score: 76/100.
Played this on Psvita a long time ago Not the biggest fan of VN's but this game did surprised me. It's not gonna win any awards but overall it's a solid fun game to kill some time on if you have nothing to do.
Ahora entiendo las reseñas generales, ahora entiendo. No te enteras de nada. Empiezas chocándote con una chica, eliges uno de los sentimientos y sentidos; fallas o se enfadan contigo y te gritan. Luego te presentas en clase donde te empiezan a preguntar hasta el grupo sanguíneo y las dioptrías que tienes y de repente te encuentras en el 4º piso con una chica (que se la sudas) viendo un fantasma. Aparece "Student /in/ Wheelchair" (mi parte favorita de todo el juego) y te dice que pelees contra los fantasmas acompañado de la señora que al principio se queja del romance de la juventud, pero que de seguro tiene más pretendientes que nadie del juego. Te da una radio cutre con muchos botones y haces lo que puedes en el lioso minijuego tipo RPG y finalmente acabas en una oficina con papeles por todas partes. ¿He dicho finalmente? JA, círculo vicioso. Sin duda hubiera disfrutado más si tuviera orden, sentido y lógica. Al menos Kojiro Yamakawa es posible issue.
元々評価が悪いのは知っていたが75%セールで購入 聞いてたよりは楽しめたがおすすめはしない キャラクターはあまり魅力的に思うキャラが少なかった システム関連は当時のゲームと比べても悪いと思う、スキップできないところがあったり訓練などを一回ずつ行わないといけなかったりとにかく不便 バトル面は不評だった罠設置行動予測のシステムは個人的には楽しめた、霊の目撃地点に行動制限の罠設置して動けなくしてタコ殴りにしてるだけだったが・・ バトル面の不満点はバトルバランスの悪さ(敵の耐久力と攻撃力がが高すぎなのにターン制限があること)強い装備の入手方法が独特でプレイしてても気づけないこと、バトルに参加しないキャラのレベルは上がらないこと、ラスボスとその1個前が強すぎるのでフリーバトルでのレベル上げはほぼ強制のようなこと等々 惜しいところはあるけどプレーヤーを見て作ったゲームではないなと感じた 中盤くらいで面倒だなと思ったらプレイをやめていいと思う
I am still trying to play more visual novels and similar games, so this was defently different for me. I enjoyed the story for the most part, and the "strategy RPG" portion was a bit different but interesting. What was disappointing, and what gets my thumbs down, is the ending... it was just... bad
Não tem nem o minimo, interface em PT-BR
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