Death end re;Quest: Code Z review
Death end re;Quest: Code Z review

Death end re;Quest: Code Z is the third installment in Compile Heart’s delightfully dark and gory RPG series. The latest entry ventures into a parallel universe of World DE-1.5, where players will find a new lead and roguelike mechanics. Pink-haired protagonist Sayaka Hiwatari is a heroine who finds herself in a world where allies and enemies are nearly indistinguishable. The narrative unfolds with Sayaka confronting a mysterious antagonist who directs doppelgängers that resemble former heroes.
Code Z’s storyline builds upon the lore and cast assembled by the two previous games. After restoring her goodwill, returning character Iris creates World DE-1.5 as a seemingly perfect simulation of Earth in the 2000s. But the reproduction is contaminated by the emergence of a new threat, obliging Sayaka to seek out the source of this chaos. The game’s narrative, overseen by Makoto Kedouin (Corpse Party) sporadically delves into thought-provoking concepts. One of the most interesting explorations examines the nature of reality when the tools of misinformation are readily accessible. But other qualities are shrouded by a five-year gap from the previous entry.

Better Brush up on Luden Lore
You see, I played through both Death end re;Quest in 2019 and the sequel that appeared the following year. I remember being engrossed by the concept of AI developed through the brainpower of thousands of unwilling individuals, mirroring the real-life data mining methods of scummy tech executives. But occasionally, I found Code Z’s plot hard to follow. Sure, the game attempts to summarize previous plot points, but recapping more than 60 hours of exposition is an extraordinarily lofty hurdle. It’s also an undertaking that Code Z expectedly stumbles with.
To make matters worse, you don’t play as Sayaka, but as an observer, resulting in fourth-wall breaking moments that can be perplexing. And at times, Code Z’s futurism became a bit too cryptic and was further convoluted by the requisite melodrama. That said, the game sporadically shines when it’s meditating on everyday life like when a surly boss gently reminds a subordinate that some questions are best answered with a search engine. But there’s a problem with the nuances of character interaction outshine the overarching plotline.

The Precariousness of Sanity
Mechanically, Code Z abandons the detailed 3D environments of its predecessors. Instead, the game favors Mystery Dungeon-style exploration and combat in what’s known as the Strain Area, which are dynamic dungeons that reconfigure with each entry. Here, players must strategically navigate these treacherous zones, where a wayward move could trigger a Death End, the franchise’s trademark gruesome endings.
But instead serving only as punishments, Death Ends become an essential part of Code Z’s formula, providing Sayaka with skill points that augment her base stats. Undoubtedly, intentional deaths could be an interesting ploy, but the system is undone by repetition and disrupting a sense of progression.

If you’re unenthusiastic about grinding, know that you’ll likely need to replay dungeons, so Sayaka isn’t completely overpowered by bosses. When exploring these procedurally-generated labyrinths, the game swaps the traditional hunger meter for a sanity gauge. However, traps can have a devasting effect on your rationality, which is exacerbated by the rarity of sanity-restoring items. Given that Ether Codes aren’t consistently sold at the in-game store, expect an amble amount of frustration across Code Z’s campaign. I’ll all for requiring strategizing and unflinching difficulties, but when design decisions induce infuriation, the urge to quit can be strong.
Vanquish Style vs. Glitch Mode
Yet, despite these incomprehensible annoyances, exploration isn’t without a few enjoyable traits. Sayaka has access to a Vanquish Form after slaughtering enemies. Not only does this significantly increase her attack power, but the temporary change nullifies basic ailments. Like any respectable Mystery Dungeon-type trek, a constrained inventory forces tough decisions. Do you empty a slot by using a potent ranged attack to eliminate a foe from a crowded room? Or should you play it prudently and save the item for a boss? Finally, weapon customization is adept, offering the ability to improve stats or add abilities. Like any respectable roguelike, you’ll periodically need to evaluate your arsenal. Giving up custom-built arms is appropriately difficult.

Although Code Z’s explorational change might be contentious, few will find fault in the game’s visuals. Kei Nanameda’s (Mugen Souls) character designs are undoubtedly eye-pleasing, with detailed portraits complementing dialog sequences. Meanwhile, CGs mix splashes of crimson viscera with mutating character fonts, giving the game a distinctive look. These carry over to the chibi-fied dungeons. While the labyrinths don’t reveal much graphical detail, essential details like item descriptions and status are easy to read. When it comes to audio, the Japanese voice acting it adept. But this time out, there’s no English language dub.
A Risky Evolution
Death end re;Quest: Code Z adopts a bold new direction for Compile Heart series. The third entry preserves the premise of high-tech simulation gone awry. However, the shift to Mystery Dungeon-style exploration and combat might not please series supporters, especially given the inclusion of several perplexing irritations. That said, the experience isn’t devoid of enjoyment, especially when the script instills a bit of playfulness.

Death end re;Quest: Code Z was played on PC with review code provided by the publisher.
Overview
GAMEPLAY - 65%
STORY - 70%
CONTENT - 75%
AESTHETICS - 80%
ACCESSIBILITY - 65%
VALUE - 55%
68%
Mediocre
Much like its lead character, Death end re;Quest: Code Z commits a few missteps. From near-obliged grinding to stinginess with a key resource, you will encounter frustration nearly as often as witnessing one of the franchise’s Death Ends. Players with limited patience might be better off revisiting the previous two entries.




That sucks, I was hoping for a new PMD-style roguelike to play on SD.