- Release Year: 2016
- Platforms: Nintendo Switch, PlayStation 4, PS Vita, Windows
- Publisher: Degica Co., Ltd., Nippon Ichi Software, Inc.
- Developer: G-mode Co., Ltd., Pyramid, Inc.
- Genre: Role-playing (RPG)
- Perspective: 3rd-person (Other)
- Game Mode: Single-player
- Gameplay: De-levelling, Japanese-style RPG, Moral choices, Non-linear, Replayability, Time management, Turn-based
- Setting: Fantasy
- Average Score: 76/100

Description
Hero Must Die. Again is a turn-based Japanese-style RPG set in a fantasy world, featuring a unique twist where the hero is destined to die within five days. The game is known for its innovative take on JRPG tropes, blending humor, emotion, and strategic gameplay. With a rich anime/manga art style and a compelling narrative, players navigate through a side-scrolling 2D world, making choices that impact the hero’s final days.
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Hero must die. again Reviews & Reception
opencritic.com (74/100): Hero Must Die Again is a well-crafted game with a unique concept.
steambase.io (82/100): Hero must die. again has earned a Player Score of 82 / 100.
metacritic.com (75/100): Hero Must Die Again is a well-crafted game with a unique concept.
rpgamer.com : Even though much of the constituent RPG parts are run-of-the-mill, it’s well worth checking out for how its unusual ideas and elements almost form a puzzle that slowly comes together across its multiple short playthroughs.
gamefaqs.gamespot.com (75/100): Hero Must Die Again is a well-crafted game with a unique concept.
Hero must die. again: Review
Introduction
In a medium dominated by power fantasies and zero-to-hero arcs, Hero must die. again dares to ask: What comes after the hero’s journey? Developed by Pyramid, Inc. and G-mode, this 2020 remaster of the 2016 PlayStation Vita remake (itself based on a 2007 mobile game) inverts JRPG tropes with a bold premise: You begin as a godlike warrior whose strength deteriorates daily until death reclaims him. This “anti-RPG” mechanic, paired with a melancholic exploration of mortality and legacy, carves a niche in the genre. While its execution is uneven, the game’s ambition and emotional resonance make it a cult curiosity worth dissecting.
Development History & Context
Origins and Vision
Hero must die. first debuted in 2007 on Japanese mobile platforms, conceived by Shoji Masuda (known for Linda³ and Oreshika). Masuda’s inspiration was deeply personal: His father’s decade-long decline from cirrhosis shaped the game’s central theme—decay in the face of limited time. The mobile version, praised for its innovation but constrained by hardware, faded into obscurity until a 2016 Vita remake expanded its scope.
The 2020 remaster (Hero must die. again) brought the title to modern platforms, retaining Masuda’s vision while refining mechanics. Notably, Kenji Ito (Mana series) returned to recompose the soundtrack, and Tetsu Kurosawa redesigned characters to better reflect the story’s somber tone.
Technological and Cultural Landscape
The original mobile release leveraged Japan’s booming mobile gaming market, but its time-sensitive narrative clashed with casual play patterns. The Vita remake aimed to reconcile this by adding save transfers between playthroughs and 3D environments. Despite these improvements, the 2020 remaster launched into a saturated JRPG market, where its retro aesthetics and experimental design struggled for mainstream attention.
Narrative & Thematic Deep Dive
Plot and Structure
The game opens with the hero’s death immediately after slaying the demon lord Guille. An angel grants him five final days to resolve lingering conflicts in the kingdom he saved. This inverted structure—starting at the climax—forces players to grapple with diminishing agency as the hero’s stats degrade daily.
Characters and Themes
The hero’s quest revolves around eight heroines, each representing unresolved threads from his original journey:
– Julia, the angel who revived him, embodies duty versus compassion.
– Vivi, a reformed witch, symbolizes redemption.
– Liu, a stoic warrior, explores the cost of sacrifice.
The narrative’s core tension lies in the hero’s fading memory of his “beloved,” a narrative MacGuffin that drives replayability. Each playthrough (30–60 minutes) unlocks new dialogues and endings, with over 50 funerals reflecting the hero’s impact. True to Masuda’s vision, the game evokes Oscar Wilde’s The Happy Prince, where selflessness accelerates the protagonist’s demise.
Dialogue and Tone
While the script leans on JRPG clichés, its restraint stands out. The hero’s voiceless protagonism (outside combat barks) contrasts with the heroines’ voiced soliloquies, emphasizing his isolation. The writing shines in funeral scenes, where elegies—ranging from triumphant to tragic—mirror players’ choices.
Gameplay Mechanics & Systems
Core Loop and Progression
The hero starts with max stats (999 HP/MP) but loses 20% of his capabilities daily. By Day 5, he’s frail, forgets spells, and relies on allies recruited via quests. This de-leveling mechanic demands strategic planning:
– Prioritize time-sensitive quests (e.g., healing a cursed village).
– Equip weaker gear to slow stat decay.
– Use teleport spells before losing access to them.
Combat and Exploration
Battles are turn-based but minimalist, with elemental weaknesses and party synergies. Combat’s simplicity drew criticism, as late-game fights devolve into slogfests once the hero’s stats plummet. Exploration is equally divisive: The 2.5D environments are compact but lack visual variety, recycling assets across playthroughs.
UI and Replayability
The Vita-era UI feels dated, with cluttered menus and no text speed options. However, the New Game+ system compensates by carrying over unlocked quest flags, easing the grind toward the true ending (which requires ~9 playthroughs).
World-Building, Art & Sound
Visual Design
The Vita remake’s 3D models clash with 2D backgrounds, creating a disjointed aesthetic. While character designs (by Final Fantasy X artist Shunya Yamashita) are expressive, environments—generic villages, forgettable dungeons—fail to leverage the hero’s fading perception narratively.
Soundtrack and Atmosphere
Kenji Ito’s score elevates the experience. Tracks like Fading Light (a mournful piano piece) underscore the hero’s decline, while battle themes incorporate motifs from the original mobile game. The Japanese voice acting, though limited, adds emotional weight to key scenes.
Reception & Legacy
Critical Response
The game holds a 68/100 Metascore, praised for its innovation but faulted for repetition. Critics lauded its “bold deconstruction of JRPG norms” (RPG Site) but derided its “barebones combat” (Nintendo Life). The Vita version fared better in Japan, earning a 34/40 from Famitsu.
Commercial Performance
Sales were modest, with the Switch version outselling other platforms. Its niche appeal and $39.99 price tag limited mainstream reach, though it gained a cult following among JRPG enthusiasts.
Industry Influence
While not a commercial hit, Hero must die. again inspired indie titles like Death’s Door and Citizen Sleeper, which explore similar themes of mortality. Its “anti-progression” mechanic remains a daring outlier in a genre obsessed with growth.
Conclusion
Hero must die. again is a flawed gem—a game that sacrifices polish for poignancy. Its decaying hero mechanic and multi-layered endings offer a meditation on legacy rarely seen in RPGs, even as repetitive combat and dated visuals hold it back. For players willing to embrace its melancholy, it’s a haunting reminder that even heroes must fade. In video game history, it stands as a cult classic: unequal parts ambition and imperfection, but unforgettable in its audacity.
Final Verdict: Hero must die. again is best experienced as a philosophical experiment rather than a traditional JRPG. Its ideas transcend its execution, making it essential for genre scholars but a harder sell for casual fans.