- Release Year: 2014
- Platforms: PlayStation 4, PS Vita, Windows
- Publisher: NIS America, Inc., Spike Chunsoft Co., Ltd.
- Developer: Spike Chunsoft Co., Ltd.
- Genre: Action
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Hack and Slash, Puzzle, Shooter, Third-person shooter
- Setting: Post-apocalyptic
- Average Score: 77/100

Description
Danganronpa: Another Episode – Ultra Despair Girls is a spin-off action game set six months after the events of Danganronpa: Trigger Happy Havoc. Players control Komaru Naegi, who escapes her confinement to find a world overrun by Monokuma robots and the fanatical Warriors of Hope, a group of children aiming to eliminate all adults. Armed with a hacking gun, Komaru teams up with the troubled Toko Fukawa to rescue Byakuya Togami and escape Towa City, encountering resistance groups and more Monokumas along the way.
Gameplay Videos
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Danganronpa: Another Episode – Ultra Despair Girls Guides & Walkthroughs
Danganronpa: Another Episode – Ultra Despair Girls Reviews & Reception
opencritic.com (55/100): Slow pacing, boring mechanics, and a small cast of unlikeable characters makes this a tough experience to enjoy – even for fans
imdb.com (100/100): Worth playing
keengamer.com : the gameplay falls short of the decent expectations
gamefaqs.gamespot.com : the gameplay in this is really fun
Danganronpa: Another Episode – Ultra Despair Girls Cheats & Codes
Sony Playstation Vita (PS Vita) – EU
Apply the hex codes listed below using a Vita memory editor or VitaCheat interface.
| Code | Effect |
|---|---|
| $0000 00000000 00000000 | Base code (no specific effect listed). |
| $0200 813C96C0 0000270F | Maximum money. |
| $0200 813C964A 00000006 | Maximum hearts for Komaru Naegi. |
| $0200 813C96B4 00640005 | Maximum fever and battery for Genocide Jack. |
| $0200 813C96B0 42C80000 | Maximum fever and battery for Genocide Jack. |
| $0200 813C9650 00050063 | Unlocked bullets/maximum ammo. |
| $0200 813C9652 000E0063 | Unlocked bullets/maximum ammo. |
| $0200 813C9654 00000063 | Unlocked bullets/maximum ammo. |
| $0200 813C9656 00000063 | Unlocked bullets/maximum ammo. |
| $0200 813C9658 00000063 | Unlocked bullets/maximum ammo. |
| $0200 813C965A 00000063 | Unlocked bullets/maximum ammo. |
| $0200 813C965C 00000063 | Unlocked bullets/maximum ammo. |
Danganronpa: Another Episode – Ultra Despair Girls: Review
Introduction
To the uninitiated, Danganronpa: Another Episode – Ultra Despair Girls appears as an anomaly: a third-person shooter spin-off birthed from a series renowned for its intricate murder-mystery visual novels. Yet, to dismiss it as mere genre experimentation is to overlook its critical role in expanding the Danganronpa universe. Released in 2014 as the narrative bridge between Trigger Happy Havoc and Goodbye Despair, this title ventures into uncharted territory—both stylistically and thematically. My thesis is that Ultra Despair Girls stands as a flawed yet indispensable artifact of the Danganronpa saga: a bold narrative pivot that deepens the series’ lore while grappling with gameplay execution that oscillates between inspired and cumbersome. Its legacy lies not in perfecting its action-adventure framework, but in its unflinching exploration of despair, trauma, and the blurred lines between victim and perpetrator.
Development History & Context
Spike Chunsoft conceived Ultra Despair Girls shortly after Goodbye Despair‘s release, driven by a dual mandate: to allow series creator Kazutaka Kodaka time to craft the third mainline entry while expanding the franchise beyond its visual novel roots. Producer Yoshinori Terasawa explicitly sought to differentiate the spin-off, rejecting a Mario Kart-esque racing concept proposed by staff. The action-adventure genre was chosen for its alignment with the narrative core—Komaru and Toko fleeing through a city overrun with despair. Development proved arduous; Kodaka described it as “the most expensive Danganronpa game at the time,” plagued by budget overruns, scheduling chaos, and high staff turnover. Kodaka’s Famitsu column lamented a “storm of despair” in the workplace, with key staff citing relentless pressure and creative uncertainty. Technically, the PlayStation Vita hardware constrained the team, but they leveraged it for the game’s vibrant, pop-art horror aesthetic (“psycho-pop horror,” per Kodaka). Released in September 2014 in Japan, the game faced skepticism from a visual novel-accustomed fanbase, yet its international launch by NIS America in 2015 cemented its status as a pivotal, if polarizing, chapter in the saga.
Narrative & Thematic Deep Dive
Set six months after Trigger Happy Havoc, the game plunges players into the dystopian Towa City, ruled by the “Warriors of Hope”—five abused children orchestrating a genocide against adults. Protagonist Komaru Naegi, Makoto’s long-imprisoned sister, is armed with a megaphone-like “Hacking Gun” and thrust into a death game orchestrated by these pint-sized tyrants. Her reluctant ally is Toko Fukawa, whose split-personality disorder manifests as the scissors-wielding serial killer Genocide Jill. The narrative excels in its psychological depth, particularly in exploring the Warriors’ traumas: Masaru’s alcoholic parents, Kotoko’s sexual abuse by industry figures, and Nagisa’s academic exploitation. These backstories humanize the villains, making their descent into nihilism both tragic and terrifying.
The game’s darkest themes—child abuse, sexual assault, and the cyclical nature of violence—are handled with nuance, even if a boss segment involving groping mechanics drew criticism for tonal dissonance. Kodaka’s script balances grotesque imagery with dark humor, and the evolving bond between Komaru and Toko provides emotional anchor. The plot’s climax—a confrontation with Monaca Towa, the Warriors’ manipulative leader—subverts expectations by framing despair as a choice rather than an inevitability. Though criticized for pacing issues (expository dialogue often bloats sequences), the narrative’s ambition in dissecting societal rot and institutional failure elevates it beyond typical spin-off fare.
Gameplay Mechanics & Systems
Ultra Despair Girls’ gameplay is a hybrid of third-person shooter, puzzle-solving, and stealth, anchored by the Hacking Gun’s “Truth Bullets.” These projectiles—Break (damage), Move (environmental interaction), Detect (scanning), and Dance (crowd control)—transform combat into a strategic puzzle. For instance, luring Siren Monokumas with Dance before triggering a car with Move showcases the system’s ingenuity. However, execution falters; the gun’s targeting is imprecise, and enemy variety is limited, making combat feel repetitive despite tactical potential.
The inclusion of Genocide Jill offers a compelling respite—her invincibility and scissor combos cater to players overwhelmed by shooting segments, though her timer-based use feels restrictive. Stealth sequences and Monokuma-filled “puzzle rooms” (where players must eliminate all unseen enemies) add welcome variety but suffer from checkpointing issues that punish experimentation. The upgrade system—using “MonoCoins” to enhance abilities—provides progression but feels shallow. Difficulty settings (Genocide Mode for story-focused players, Despair Mode for challenge) accommodate varied skill levels, yet the core loop remains inconsistent: exhilarating in moments of creativity, frustrating in others. Critics noted that the mechanics often served the narrative rather than standing alone, a double-edged sword that pleased story-centric fans but alienated action enthusiasts.
World-Building, Art & Sound
Towa City’s design is a masterclass in dystopian pop-art. Its pastel-hued environments—blood-splattered streets, decaying malls, and Monokuma-infested zones—contrast with the grim narrative, embodying Kodaka’s “psycho-pop” aesthetic. The character designs, led by Rui Komatsuzaki, blend grotesquerie with charm; Monokumas’ manic cheerfulness amplifies the horror, while the Warriors’ exaggerated appearances reflect their fractured psyches. Anime cutscenes by Lerche heighten dramatic moments, though they occasionally clash with the game’s stylized in-game visuals.
Sound design enhances the unease, with Masafumi Takada’s electro-funk soundtrack infusing tracks like “Wonderful Dead” with a retro-futuristic energy. Bullets emit satisfying digital pings, and Monokumas’ cackling becomes a relentless auditory threat. Yet, the score leans heavily on reused Danganronpa themes, diminishing its originality. The voice performances—particularly Aya Uchida’s wide-eyed Komaru and Miyuki Sawashiro’s volatile Toko—are exceptional, grounding the game’s absurdity in emotional truth. The English dub, while competent, lacks the nuance of the Japanese original.
Reception & Legacy
Ultra Despair Girls received a mixed critical reception, holding a 75% on Metacritic. Praise centered on its narrative ambition and character depth, with Digitally Downloaded calling it “the thinking person’s horror experience.” Critics like RPG Site lauded its ability to weave mature themes into the Danganronpa fabric. Conversely, gameplay drew criticism: Game Informer deemed the genre shift “baffling,” while 4Players noted sluggish controls. The puzzle rooms divided reviewers, with some finding them clever and others derivative.
Commercially, it sold over 71,000 copies in its first week in Japan, but its long-term impact lies in its cult following. By 2021, it had sold ~500,000 copies worldwide, solidifying its niche. Its legacy is twofold: narratively, it expanded the Danganronpa mythos, introducing pivotal characters like Monaca Towa and answering lingering questions from the main series. Mechanically, it demonstrated that Danganronpa could transcend visual novels, though its uneven execution deterred mainstream adoption. The game spawned manga adaptations (Genocider Mode), an anime episode in Danganronpa 3, and fueled fan demand for a sequel—a Kodaka hinted at but never materialized. Its absence from modern Danganronpa collections (e.g., Decadence) underscores its contentious legacy: a vital lore piece that remains stylistically isolated.
Conclusion
Ultra Despair Girls is a testament to Danganronpa’s narrative versatility, even when its gameplay stumbles. It dares to explore the series’ darkest corners—childhood trauma, societal collapse—with a courage rare in mainstream gaming. While its mechanics are a mixed bag of inspired puzzles and frustrating combat, the bond between Komaru and Toko and the chilling depths of the Warriors of Hope make it a compelling experience. Its true legacy is as a narrative linchpin: a game that completes the arc of despair between Trigger Happy Havoc and Goodbye Despair while challenging the series’ tonal and structural boundaries. For fans, it’s an essential, if imperfect, chapter. For history, it’s a flawed artifact that exemplifies the risks and rewards of creative experimentation. In the end, Ultra Despair Girls embodies the very duality it explores: a masterpiece of storytelling wrapped in an enigma of gameplay.