The only choici you’ll have to make is between two conflicting interests in the group which branches the narrative somewhat and offers some stimulation to replay the game once you reached the end. These moments lean heavily into the visual novel style the creators are known for, but interaction during these cutscenes are rather limited. The Story sections purely advance the story of the game while the Campfire moments also allow you to chat individually with each kids that is currently traveling with you, before throwing some more exposition your way. These moments are devided into Story sections and Campire sections. There were times where I played for 10 minutes only to watch 20 to 30 minutes of cutscenes. It doesn’t shy away from subjects like death, manipulation and betrayal.Īs the story takes center-piece, you should also be prepared to watch a lot of cutscenes. The gang also brings a certain lightheartedness and hopefulness to the game, despite the over story being pretty dark at times. You’ll mostly play as Reycho, the unofficial leader of the club but you’ll also play as some of the other kids as each of them has a story to tell and will develop their own special power. The story of World’s End Club should definitvely be its selling point thanks to its wonderful cast of likeable characters, even if some of them are a bit too cliché and one-dimensional. Along the way, are friends end up in one hell of an adventure as they meet freakish monsters, deadly cults, a rogue A.I., a ghost, and oh yeah, there’s also something about a meteor. And thus begins their trip across Japan to return to Tokyo to find another living soul and to uncover what’s going on. Soon, they’ll find themselves in a changed and deserted Japan. But as they make their way out of the theme part, it turns out this part is only a prologue. The Theme Park chapter echoes the best parts of Danganronpa and Zero Escape as the kids try to figure out what’s going on and alliances shift during a deadly game they’re forced to play.