Review on Reddit with Images

IMPORTANT THINGS TO NOTE:

-Visual Novel/SRPG hybrid

-Only very limited JP voiced audio

-Has a NG+ Option

INTRODUCTION

Tokyo Twilight Ghost Hunters (TTGH) is part of a series of related games and media written by Shuho Imai. However, only two games have been released in the west with Kowloon High School Chronicle being the other one.

There are two versions of TTGH, the original version and the Daybreak Special Gigs version that was released a few years later. This review will focus on the Daybreak version. I haven’t played the original, but the differences included some adjusted game play during battle such as allowing multiple actions per turn. Parts of the main story have been rewritten and expanded. Finally, new Daybreak episodes have been added which expands on some of the optional party members' stories and backgrounds.

STORY

On his first day at his new high school, the (nameable) main character is given a tour of the school. Along the way, he visited the restricted 4th floor and comes face to face with a ghost. With the help of a mysterious woman, they vanquish the ghost. Afterwards, he is invited to join her ghost exorcism business due to his potential. The student who gave him the tour also tags along due to her interest in the supernatural. The exorcism business, Gate Keepers, also doubles as a magazine publisher dealing with ghosts and the supernatural.

The game’s story has an episodic format and follows the constant “ghost of the week” pattern. Each episode (chapter) deals with a new ghost that needs to be exorcised and the people related to them. Due to the episodic nature, there isn’t much of an overarching story for most of the game. The final few chapters do attempt to tie everything together, but the end result was barely serviceable at best. The ending was abrupt and weak as well so it provided little closure to the story. It was like the game ended where it did just because they decided to stop at that point. The result feels unfinished.

While the overarching story felt lacking, the individual episodes were decent as standalones. They don’t cover new or unique grounds and may even come off as predictable, but the stories can be interesting. I thought some did well on an emotional level. There's also a lot of supernatural and ghost trivia in the game which I thought was interesting.

CHARACTERS

The game has quite the large cast, but only a fraction of those actually have multiple recurring appearances throughout the game which includes, the Gate Keeper president, two classmates, another student from a different high school, Gate Keeper’s middle age driver and a rock obsessed man in his 20s (who actually doesn’t appear much). The other 2/3 of the characters usually appear in only one episode, but if successfully recruited, they may appear in a subsequent Daybreak episode.

The younger characters and some of the optional ones have decent character development. Some more than the others. Overall, I enjoyed them as a whole. The character developments are nice and the backstory for some of them are interesting although they don’t explore them nearly as much as I’d liked. Just like the story, I think some of the character’s backstories felt unfinished.

GRAPHICS/ART DIRECTION

The visual novel portion of the game looks nice when compared to other visual novels in general. The character portraits and CG scenes have good textures. Instead of the static character portraits that some visual novels favor, TTGH’s characters’ are animated with movements. There’s probably no more than 3-4 animations per main character though, but they do look more interesting than having a static portrait. The characters' 2D art looks really good too, but it's a shame that none of them appears in-game and just used as promotional art.

The backgrounds don’t stand out too much compared to the character portraits since they often appear faded out to give the characters more focus. They also take on a more realistic artstyle too.

The ghost designs are on the cartoony side however which doesn't contrast as well with the characters and backgrounds.

The battles on the other hand, take a more simplistic approach. The battle map grid is viewed through a digital ouija board. Characters, ghosts and traps are depicted as icons and the rooms/areas don't have any notable details. When a ghost or character are about to inflict battle damage, the screen does change to something like a first person DRPG battle. Other than that, the battle presentations are very basic and can be disappointing. Ultimately, I'm surprised I wasn't bothered too much about it probably because it had its own unique charm.

MUSIC

The soundtrack has a fair number of tracks for a low budget niche title. The vast majority of the tracks are rock songs, but they all have catchy and ear catching tunes. There main composers of the soundtrack are credited as The Key Project. Three guest composers included Nobuo Uematsu, Kazunori Ashizawa and Takashi Nitta. Nobuo Uematsu composed the opening theme, Kazunori Ashizawa composed the ending theme and Takashi Nitta composed the catchy and hot blooded convenience store theme.

GAMEPLAY

Every episode follows the same gameplay loop more or less. The first half is spent going through about 15-30 minutes of visual novel cutscenes that sets up the episode's Ghost encounter. During that segment, new characters are often introduced as well. Once the group has identified the ghost, the characters go back to the office to make preparations for the fight. This is where you're free to engage in Training, Side Requests, equip characters, purchase items from the convenience store, craft items, or play the Hypernatural board game. I'll go into more detail on some of these below.

Once you're ready to advance the story and start the ghost fight, you get a layout of where the battle will take place. During this time, you can set various traps in certain places to gain an advantage for the fight. Some of the things you can set are spaces that block off ghost entry, status effect spaces such as inflicting paralysis, poison or sleep if the ghost goes through, damaging spaces, or ghost detectors. You are limited on how many traps or things you can set and they all cost money to set them up too.

In most cases, there's only one Ghost fight per episode. After the fight, there's a short epilogue scene before the credits roll and you're basically moved onto the next chapter. The gameplay loop repeats from there. If you unlocked a Daybreak episode, then you'll go straight to that episode instead of the next main episode. Daybreak episodes are a bit different since they often have two battles, one in the middle of the visual novel cutscenes in the beginning and the main one near the end. The Daybreak episodes tend to be more difficult than the main story ones and it can be annoying to be forced into the battles near the beginning without being able to prepare, save and set traps.

GAMEPLAY OPTIONS AT THE OFFICE

When you're not watching cutscenes or fighting a ghost battle, then you're at the office. You can equip weapons, armors and accessories for characters. Every character can only equip an exclusive weapon type other than the MC who can equip everything.

Gate Keepers has a website in-game to access side exorcism jobs where you can grind for money, experience, item drops and TP (Training Points). You can set traps for these battles as well.

The MC can "Train" with a specific party member or office NPC. Doing this helps raise the levels of the MC's (mostly) non-battle skills such as increasing affection rate, decreases convenience store item costs, gain more crafting options or get more skill slots for the MC. The MC also doesn't learn any skill himself, but he can acquire any skill learned by another party member. Both of these training options require TP.

The last major thing at the office is the Hypernatural board game. This is a strictly optional mini-game where the MC plays a ghost card board game with four other members. The basic idea is that the MC and three other members are hunters and the fourth member controls multiple ghosts on the board. The goal for the hunters is to wipe out the ghosts while the ghost member survives until the end of the game. The battles play out similar to a regular battle except movement is dependent on the type of card used (every card has a specific movement amount) and the same goes for the attacking card. The game continues until all of the ghosts are defeated, all of the hunters are defeated or if the hunters ran out of cards which default to a ghost victory.

Personally, I found this game to be even more challenging than the regular ghost battles since not only the ghosts are invisible, there's barely any way to pinpoint their location. The benefit of playing this game is getting EXP, TP and a boost in affection level.

CONVERSATION AND SENSE WHEEL

The visual novel cutscenes are not like a typical VN where you can reading dialogue after dialogue while pressing the confirm button in between. One unique aspect of TTGH is the Conversation/Sense Wheel. Oftentimes, the dialogue would stop and a Wheel appears on screen. There are five options on it and another five options after selecting one. The Sense Wheel allows the MC to react to certain things or when prompted for a reaction. A combination of the options will result in a specific reaction based on the scene.

For example, the first set of five options are Investigation, Friendly, Anger, Love, and Sadness. The second set of five options are Sight, Taste, Sound, Smell, and Touch. Selecting Anger and Touch can lead to the MC punching somebody. Selecting Friendly and Touch can lead to the MC shaking hands. Love and Sight can lead to looking at somebody in a loving manner. The Investigation combinations mostly deal with examining something or somebody in the scene. The choices are timed so if you wait too long, you'll pick the hidden "ignore" option.

The Conversation/Sense Wheel is relevant in affecting the affection level of characters (which are a core part of recruiting optional characters too) and uncovering the 6th Sense. The latter basically gives you a short extended scene on the ghost backstory if you found them all and a True Ending of sorts (you honestly need a guide for this).

Overall, the mechanic gives you a lot of freedom to respond to people and things. Some are quite humorous as well. That said, the game doesn't explain the mechanic whatsoever so most people wouldn't understand how it works without looking it up online. The options aren't even labeled and just depict a picture to make it even more obscure than necessary.

BATTLES

The battles are fought on a grid based field much like many other SRPGs. The battles are unique, but also frustrating at the same time. For starters, every battle has a turn limit which will lead to a Game Over (fortunately you can just retry the battle right away). The turn limit can be as short as 3 minutes (turns) or as long as 12 minutes. The death of the MC will also lead to a Game Over, but fortunately, he's OP compared to everybody else.

Every ghost is invisible on the map, but there are ways around it. The easiest way is to set up EMT Detectors around the area during the battle preparation. They cover a decent area so a ghost will be visible once they are within range. During the battle prep, you're also given some locations on the field that shows where the ghost will likely spawn. Depending on the level, you get about 2-6 different options so you get an idea on where to place the EMF Scanners. The other easy way is to equip EMT Detectors on the characters so they essentially become moving EMF Scanners. One issue with that is that it uses up one accessory slot. Unless the ghost is detected right away at the start, you might have to spend a few turns locating them. About halfway through the game, you can recruit a character that has a passive ability to detect ghosts on the map, but it's not usable on the first time. With all of these options, it becomes less of an issue after a while.

The difficulty doesn't end there though since all characters and ghosts move at the same time after the command input phase. Rarely would a ghost remaining where they're at if they already encountered one of the characters. That means you have to predict where the ghost will go when inputting your move or attack commands. You do get some help since a visible ghost will show you a few spaces where it might move (not really helpful honestly). There is also an indicator in their status section that shows either their running away or targeting somebody specifically. The former is tricky since they can technically move anywhere around them, but if they are targeting a specific character, you get a good idea of where they will go. Having characters with big attack areas will help significantly since you can just guess the area instead of a specific space. With all of those in mind, the battles still have a large luck factor to it which is very annoying. The turn limit just makes things worse.

Every character has a set amount of AP per turn. You expend AP for moving each space, turning direction (yes, that costs AP), attack, skills, and item usage. You can expend as much as you want allowed in any order you want. This allows you to do multiple attacks per turn which was something not possible in the original version.

Finally, every battle only requires defeating the main target Ghost. There are sometimes other ghosts that appears and even spawn during battle, but defeating them are not required. Difficulty-wise, the battles aren't that difficult once you get the hang of locating ghosts and predicting their actions. The MC gets 6 stat points on level up and you can freely distribute to whatever you want (other party members are fixed) which means you can go all in with the main attack stat and be pretty OP for most of the game. That said, there is a big difficulty spike in the last few chapters where the ghost's stats skyrocket and eclipse over even a maxed out attack MC. Before those fights, the MC alone can 2-3 shot a ghost by himself, but that's not really possible after. Not to mention that ghosts will counterattack in most cases when attacked (but you can't normally). A chain of 3 attacks in a turn can get you killed as a result.

FINAL REMARKS

Overall, I enjoyed my time with the game. It's not that long at an estimated 15-20 hours. While it's a Visual Novel/SRPG hybrid, the Visual Novel cutscenes aren't that lengthy when compared to other Visual Novels or other JRPGs that are often compared to Visual Novels. They don't drag out a ton of details and fluff for the most part. Battles don't take too long either, but can be a hassle when luck gets in the way. I like the tone and aesthetics. There's also a NG+ option that carries over practically everything included recruited party members so subsequent playthroughs are much more relaxing.

Story-wise, I like the concept quite a bit and it feels unique amid the general fantasy JRPG stories out there. I just wish there were a stronger connection between the episodes and the overarching story was more interesting. The ending felt abrupt and unsatisfactory.

I like the characters that you encounter, but I didn't enjoy how the characters were handled understandably. By having optional characters, the writers can't have them leave big impacts on the stories so don't even appear in the post recruitment cutscenes outside specific Daybreak episodes.

There is an affection/romance mechanic that I alluded to a few times which really feels tacked on. There's only one female character that's constantly with the MC throughout the game so any other choice doesn't make much sense. There's also the male friendship endings too which probably only applies to just one or two characters.

This is a game that's hard to recommend. Not because it's bad, but it just doesn't have much general appeal. With all of that said, I do wish a sequel would be made.

Lastly, I'll applaud Aksys Games for bringing this game over to the west. I'm not too surprised about their original release given their track record of releasing super niche games, but I do appreciate that they brought over the updated Daybreak Special Gigs version too. Even though most of the script had already been translated, some companies still wouldn't attempt to localize updated versions of their previously released games. Especially considering that the original TTGH probably sold less than 20,000 thousand copies (purely conjecture on my part).

Reviewed on Jun 02, 2022


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