
Virtually experience the playful and relentless teasing of heroine, Takagi-san, in Teasing Master Takagi-san VR - 1st Semester (Karakai Jouzu no Takagi-san VR). With sales of the original comic series exceeding 8.2 million copies in Japan, the romantic comedy makes its debut on as a VR animation.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
高木赛高!
现在我就是西片嘿嘿嘿
游戏是好游戏 但我游戏通关了都没半个小时 要不是我房间太小 我估计二十分钟我就通了
dope
省流 白色的
The VR implementation is janky, inconsistent, and borderline schizophrenic, but it does capture the anime fairly well. It's essentially four short little minigames based around the type of scenarios you'd see in the show, where Takagi challenges Nishikata to some kind of game and Nishikata always loses. The first game is sweeping up litter in the classroom, which is a common sketch in the anime. This minigame has teleport locomotion which set my expectations that the rest of the game would too, but it's just the first and last game and the second and third games basically force you to walk around for real if you want to move. Sweeping the litter is fine, but it commits my least favorite VR sin which is actually making you bend down IRL to do something. It's not as bad on the Quest 3 as it was in the Index days but my playspace is... small, which can be a bit perilous. The second game is trying to toss soda cans into waste-basket, another common scenario from the show. This one's not bad conceptually, but the inconstant mechanics really start to show here. It's worth mentioning that Takagi has (Japanese) voice acting but Nishikata doesn't even though he [i]does[/i] speak through subtitles. The subtitles themselves are generally locked to [i]one[/i] part of the scene so you might not even notice Nishikata is saying anything in the first place depending on where you're looking and I think that caused some pauses where I thought the game wasn't progressing, but actually you were just "talking". To the game's credit, they kind of write Takagi's monologues so you don't need do actually read Nishikata's lines to understand what's going on, but his internal monologue is an important part of the sohw's comedy. Also worth noting is the fact that Takagi's subtitles are disabled by default which isn't a problem for me since I'm trying to learn Japanese, and indeed the show itself is one of the common recommendations to build listening skill, so I could understand her just fine, but if you're [i]not[/i] actively trying to learn a language, you'll have to enable her subtitles in the menu. So that's out of the way, and I'm trying to [i]pick up that can[/i] since the sweeping minigame required you to bend down and pick things up off the ground, but it's kind of far away so I have to walk to it, because suddenly you [i]can't[/i] teleport even though you could in the first game. I bend down to try and grab the can, but it won't enter my hand, and then Takagi just picks it up and hands it to you and [i]that's[/i] when you're supposed to take it from her and throw it. I know part of the show's core gag is that she gets uncomfortably close to Nishikata, but since I couldn't tell if I was supposed to stand in one spot or walk around, Takagi was legitimately starting to clip through me at points when she handed me the can. The volleyball game is one of the less janky ones. Once again you're stuck in one place, but since the ball comes at you from above I at least didn't have to risk life and limb crouching down to pick up anything. As with the soda can game, it's basically determined when you're going to fail for the sake of the gag, but this at least enters the realm of "non-jank".One area I think the differs from the anime's humor is in the anime, Nishikata always tricks [i]himself[/i] into losing whatever game they're playing, whereas in this game Takagi almost seems to have Jedi-like mind powers that can rig things in weird ways. The punchline in the volleyball game works, but the final shot in the soda cans game looks more like a physics or colliders glitch which [i]is[/i] funny, but I think for the sake of making it an actual game they should've given you the possibility to win the cans game. The final minigame is walking Takagi home in the rain and you have to keep the umbrella over her. You know that meme where you're playing [i]Call of Duty[/i] or [i]Gears[/i] and people are always like... "The game wants me to follow this character but my walking speed is faster than theirs so I have to keep starting and stopping"? This has [i]that issue[/i] but [i]worse[/i] since you're back to teleport locomotion. Takagi walks extremely slow to the point where it's again kind of unclear if you're supposed to be moving at all so I was kind of nudge-teleporting inches at a time to "follow" her but she only really walks like a foot or two. I know the whole central joke of the character is she makes Nishikata feel awkward, but I don't think [i]this[/i] is the kind of awkward they were shooting for. [i]With all that said[/i] it's still an interesting little tech demo and I'd love to see other anime adapted into short VR mini-experiences. The environments do a good job recreating recognizable locations from the show, the humor is still charming, and the character animation is genuinely impressive with a sense of weight and motion you don't always get with video game animation. I guess I liked it more for the potential and the vibes than the actual gameplay, but I think it's a worthwhile novelty if you like the show and the immersion factor of having a human-sized character standing infront of you speaking Japanese does make for solid listening practice if that's your thing.
游戏性不强 但实在喜欢动画
grafa git, ale tak to ogólnie useless jest ta gra, nie polecam kek
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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