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Doki Doki Literature Club+

 

NOTE:

Doki Doki Literature Club+ is predicated on some big reveals.  I'm not going to discuss them. 
There will be some references to the broad nature of them, and to the mere fact that they exist, but for the sake of avoiding spoiling anyone's experience, I'm only going to talk about the effects of these reveals on the players' relationship with the game, not on the specifics of what they are. 
That's going to make this one probably feel a little non-specific to those who haven't played the game, but I think it's necessary here.

 

 

Originally released in 2017 as a freeware game for Mac and PC via itch.oi, Doki Doki Literature Club, from American Team Salvato, gained a quick and large cult following via word of mouth, largely built on its reputation as one of the small handful of truly meta-contextual, mind-bending games to follow in the Frog Fractions design, of having a game be "hidden" within itself - one genre of game masquerading as another, with the revelation of the type of game being played forming a significant part of the narrative of the game.


The expanded re-release - Doki Doki Literature Club+ - was released for all platforms in 2021, adding new side content, and reworking the game, adding a fictional OS, to allow for some of the more meta-elements (which in some cases involved actually manipulating the game's directory files,) to work on platforms where the "back-end" directories are inaccessible to the player.


The game begins as something of a cross between a dating sim, and a Japanese visual novel, wherein the player - a school aged boy - is encouraged by his female childhood friend, classmate and neighbour Sayori to join a "Literature Club" as his extra-curricular school assignment. When he reluctantly accepts, he meets the three other girls who form the group - insular pseudo-goth Yuri, firecracker Natsuki, and competent and popular, (if slightly bland,) Monika. 


Throughout the initial part of game, the player gets to know each of the girls, and the interactive element - a poetry writing mini-game, in which specific words are chosen to form part of a poem, each of which appeal more to different girls ascertained personalities - allows them to tailor their playthrough to favour one girl or the other, with the game using this element to select different paths of dialogue to suit.


That is the crux of the game... at least, on paper. 
However, to use the games ancestral progenitor - Frog Fractions - as a protracted metaphor, that is only what is above the lake. After several hours of following the game straight, with the game only loosely and vaguely hinting at anything deeper, eventually, a specific incident violently pulls the player below the surface, to reveal the broken pieces of fractions lying among the silt... and the game heads into space!
(Sorry to anyone reading that who hasn't played Frog Fractions and who therefore could not make head not tail of that analogy, but if you are among them... 
...what are you doing reading this?! Go play it!  It's free, and you can play in a browser for goodness sake!)


It's interesting playing Doki Doki Literature Club+ for the first time, so soon after revisiting The Stanley Parable. Both games share similarities in their subversion of game tropes and expectations to carve out their bait-and-switch gameplay, but in some ways, they do it via directly opposing methods.
The Stanley Parable subverts a "serious" genre by going comedic.
Doki Doki Literature Club+ subverts a comedic genre by going serious.


In both cases that subversion toys with the player, taking shots at their motivations and their expectations, and usurping the traditional player-to-game relationship the "fake" genre each game comes disguised as traditionally invokes, however, the purpose of that subversion is starkly different. 


In the case of The Stanley Parable, it is more meta - the players desire for game elements like player choice, reward, challenge etc is being confronted directly. The actual effect on the narrative is purely by way of the player's relationship to the game itself. For all the ridiculous things that happen, the actual "character" of Stanley is never someone we are emotionally invested in particularly - all the emotional or cerebral connection is between The Narrator and the player, with Stanley the hapless cypher caught in-between. 


In the case of Doki Doki Literature Club+, however, the game makes much more hay out of manipulation of the player via emotional connection to characters. The game masquerades not as a Walking Sim (which is an inherently "solo" genre,) but as a Visual Novel and Dating Sim (two genres entirely predicated on emotional investment to characters.) Because of that, and because the amount of time spent prior to any "Meta" reveal, or even particularly unusual or outlandish behaviour, is so much longer in Doki Doki Literature Club+ than The Stanley Parable (around 2 hours go by before there is any real hint that something is afoot, as opposed to mere minutes,) the player has ample time to form some kind of emotional attachment to all 4 of the girls in the club.
In fact, because the game masquerades as the type of game where picking your "favourite" of the girls is the raison d'être, it is more than likely that virtually the ONLY part of the game the player is really concentrating on at that point is learning about the girls, and forming those emotional attachments. 


The game is actually something of a masterclass in slow build horror - and manages to enact it in a way that many straight horror games fail to capture. 
Part of this is only enabled due to the genre conventions of the games it is masquerading as, of course. 
Because dating sims - specifically Japanese dating sims - have certain cultural elements that can already feel a little uncomfortable to western gamers, (the heightened sexualisation of young-looking girls, the tendency to "categorise" girls into specific archetypes, the borderline obsessive tendencies female characters show towards male ones, and the assumption of perversion in male ones with regards to females, along with the over-emphasis on explaining in minute, almost painstaking detail, characters innermost feelings to one another,)  Doki Doki Literature Club+ is able to slowly wrong-foot the player into feelings of quite extreme unease, even before fully playing its horror hand. 
The first "act" of the game (which consists of a mostly "straight-played" dating sim, is constantly pushing the boundaries of acceptability with its narrative (no matter which girl the player chooses to favour,) but because of the genre, they are never really able to pinpoint exactly where it crosses the line, until it's already far behind them. 
Each girl has their own serious issues (and they are serious,) and in retrospect, upon repeat playthroughs, they are made obvious, but because the genre is one that steps into heightened and uncomfortable territory as a matter of course, the first time through, the player is likely to simply keep rationalising them. They are more than likely going to continually chalk these instances up to simple culture clash, rather than genuine red-flags.

That means that when the first truly horrific incident occurs, serving as a catalyst for the more meta elements of the game to take over, the game to go "full horror", and the first point at which the player can be left in no doubt as to the outlandishness of Doki Doki Literature Club+ within the genre to which it purports to belong, the moment has incredible impact. 


Not only is it horrific and obscene to see such a scene within the confines of a "cute", "sweet" looking game like the one played up to this point, but there is also something of an inverse catharsis - all the unease built up in the preceding hours by these red flags that the player has constantly been disregarding or rationalising or justifying in their mind are suddenly refocussed. The bubble of that unease is allowed to burst, and the player gets to finally say "Oh, God, I was right!  This is NOT okay!  IT NEVER WAS!"


From that point, the game becomes something quite different. It becomes the meta-horror that it always was, but now in the full light of day. The game works incredibly well on that level. There are multiple moments throughout the narrative after that which I won't even allude to, but will simply say still managed to wrong-foot me, and really have impact, even knowing what I was now playing... but I do think that nothing ever quite lives up to the sharp refocus that first big moment has. Not because they are lesser, but simply because that one is so good!


Visually, the game works very very well. The art-style is, of course, driven by the purported genre - the girls are all manga stereotypes, with genre-appropriate big-eyes and over-sexualised figures, but the actual art is very nicely done. It's not unique like something like Steins Gate - there isn't specific deviation from common visual novel tropes (as there shouldn't be, given that it is a facade,) but the example of the general art-style of the genre is very good. There a bit of similarity in the character and location designs (an in the UI, in fact,) to the Phoenix Wright: Ace Attorney games.


Audio follows suit - the main music in the game is cheery and upbeat and catchy as all hell - with borderline schmaltzy elements that are almost deliberately grating. 


Both of these elements are, of course, serving a specific purpose - by aping the genres Doki Doki Literature Club+ is pretending to be so well, it keeps the game from revealing its hand too early - but both are masterfully used upon those reveals too. The incessantly cheering music is absolutely the perfect foil for the dark direction the game dives into at times, as simply playing the same style, but dissonant, or in a minor key, or out of tune is so jarring and off-putting that it can feel positively queasy. When, during the Act 1 catalyst, for example, a character theme is played slowly and out of tune, and the "pink and fluffy" visual style is shown muted, through static interference, it gives a nightmare effect that is really jarring, effective and impactful.


On the changes to the game to account for console porting, some issues do need to be addressed - as I think that element is pretty much the only area where a few minor negatives seep into the game.

It's something of a shame that the nature of console gaming requires Doki Doki Literature Club+ to reveal a little of its hand ahead of time. While I think the games slow, awful reveals are handled very well, console conventions mean that reveal cannot have quite the impact they might, simply because there is a fairly strenuous Content Warning upon first loading the game. 
That does mean the player is likely aware something is coming to subvert the cutesy, twee visuals and gameplay, and it undercuts the game to the extent it will never be fully able to pull a total Frog Fractions... 
...though on the other hand, someone like myself, who is the perfect demographic for what Doki Doki Literature Club+ actually is, would likely not have ever played it if the only information available was what it masquerades as.


I do also think that while I am very grateful for some of the changes made to the game in the "Plus" version that allow the game to work on console, and I think most of these are very cool and cleverly done... I do find the addition of the "Side Stories" to be a little baffling. 
These are prequel sections of narrative, which are used to show the formation of the Literature Club - the initial meetings of the girls, and their friendships forming... - and really, these feel wildly out of place. Because the whole point of the main game is not the narrative, but the tearing down of the narrative and the horror behind it, the fact that the side-stories only unlock to be played post-game is kind of strange. By the time the player is able to play them, they are fully aware of how meaningless they are - the narrative on the surface is only there to be destroyed, and so adding context to that surface narrative feels a bit redundant when there isn't a meta-horror element to add to them.


Overall though, Doki Doki Literature Club+ is a hell of a package - a great version of what is a really original, clever and wildly entertaining ride. The game works well enough prior to the reveal, and works incredibly well after it, and the whole experience is something quite unlike virtually all other games on the market.
Yes, the game has lost some of its surprise impact over time - I came into the game knowing there was more to it than meets the eye, as virtually any new player will now, so of course the rug-pull change of genre is not all it might have been to someone simply stumbling across it - and yes, the requirement on console to put up content warnings, and to feature the fake OS does somewhat limit the ability for the game to feel as immersive as it might have on PC. 
However, even accounting for those "softening" elements, the game still manages to have really impactful moments of horror, really smart and off-putting elements of surprise, and to really shake the core of a player, even with some prior knowledge of what they are in for.

 

 

 

(For original review and Scientific 1f609.png Ranking see HERE)

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platinum #615 Agatha Knife (ps4)

completed in 17 hours and 16 minutes

platinum rarity 67.49% common

platinum name: Goddess Of Trophies

favorite trophy image: Payday (picture of a meowth as image)

 

gotten that game finished. the next game is a repeat of what i platinumed a month and a few weeks ago. it's going to be witcher 3 complete edition. going to use the gwent guide. start on death march difficulty and only target what i need to gain on crowns needed to progress parts of the game and DLC.

Edited by Lordguwa
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:platinum: #799 One Night Stand (PS5)

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One Night Stand
Get all other trophies

 

:platinum: #798 Cosmos Bit

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Platinum Cosmos
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:platinum: #797 Beats Souls

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Beat Power
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:platinum: #796 Waifu Impact

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Waifu Collector
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:platinum: #795Rouge Explorer (PS4)

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Rogue Master
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:platinum: #794 Super Onion Boy (PS4)

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Platinum Onion Boy
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