Also On: PS4
Publisher: NIS America
Developer: MAGES./5pb
Medium: Digital/Vita Card/Disc
Players: 1
Online: No
ESRB: T
I like to think of Psycho-Pass: Mandatory Happiness as being kind the anti-A.W.: Phoenix Festa. Both games, after all, are based on animes that I know nothing about. However, where Phoenix Festa managed to draw me in with its story and its gameplay despite my lack of familiarity with the subject matter, I canโt say that I found anything that got me interested in Psycho-Pass.
Or maybe Root Letter is the better point of comparison. Both it and Psycho-Pass are visual novels, which youโd think would mean thereโd be some similarities between the two. But nope: Root Letter is, as far as Iโm concerned, one of the better games of the year, with an intriguing storyline that left me eager to learn what was coming next. By contrast, I doubt Iโll remember much, if anything, about Psycho-Pass by this time next week.
Thereโs an argument to be made, I suppose, that these are both unfair comparisons. Phoenix Festa is a dating sim-slash-action RPG, which means that, by its very nature, youโre going to have things to do. Meanwhile, Root Letter may be a visual novel, but its approach to the genre is very different to that of Psycho-Pass, and its proponents may say that, as such, Psycho-Pass shouldnโt be judged for not being something itโs not intended to be.
Your mileage will vary on those arguments, but as far as Iโm concerned, theyโre both non-starters. Psycho-Passโ problem is that what it intends to be โ a Choose Your Own Adventure-style visual novel โ is just painfully boring. You click through one static-looking scene with dialogue that leads into another static-looking scene with dialogue, which in turn leads into still another static-looking scene with dialogue. Eventually, if youโre lucky youโll reach a static-looking scene with dialogue that leads into a choiceโฆbut that, in turn, just leads to more and more static-looking scenes with dialogue. I know that the nature of visual novels is that theyโre text- and dialogue-heavy, but this game seems to take it to a boring extreme. Moreover, whereas a lot of its contemporaries have found interesting ways of giving players agency, here it really feels like youโre just clicking through scene after scene.
Now, all this talking might be forgivable if the characters had anything really interesting to sayโฆbut, as weโve established up top, thatโs not the case. Psycho-Pass loves its endless expository dialogue, and it loves it in the service of world-building for a universe that isnโt particularly interesting unless, I assume, youโre already really into the anime. If youโre not, then be prepared for lots and lots of talking that wonโt mean a whole lot to you.
To top it all off, Psycho-Pass isnโt very nice to look at. The characters all look like standard-issue anime tropes, only the way the game is presented, it looks like the screen has had a heavy dose of Vaseline applied. I know thatโs an old Hollywood trick, but weโre talking about a game, not a classic movie, which means everything here just looks a little dull. Again, I know that visual novels have a slightly lower bar to clear when it comes to presentation, since thereโs so little going on in the action department, but, remarkably, this game doesnโt even clear that standard.
In other words, what you have in Psycho-Pass: Mandatory Happiness is an ugly-looking game with forgettable characters and a dull plot. Iโm sure that if youโre into the anime, you may have a slightly higher opinion of the game, but if youโre not, thereโs no reason to even think about looking into it.