Last weekend, I completed
Zanki Zero: Last Beginning as part of RPG Blitz.
It's an interesting game from a mechanics perspective since there is a lot of obscure stuff in this game which didn't get explained very well. It can make the game very easy on some occasion, and needlessly hard on others. In this post, I'd like to talk a bit about it since I enjoyed my time with the game. There will be some light spoilers in regards to mechanics, and I'll talk about the story for a bit near the end of my post. The game itself is a real-time DRPG, with automapping, puzzles, and of course everyone's favourite: pit traps.
1. Risk and reward.
There are 5 difficulty levels to choose from, 3 of which are available from the start. The recommended difficulty is III, which provides a good balance between the number of enemies and the range of item drops. By increasing the difficulty, the number of enemies, spawn rate, hazards (traps and falling objects, for example), and boss drops or random drops increases. Also, the bosses from earlier stages (the game divides its chapters into stages, on which you'll fight a boss or more at the end of those stages) will start appearing. Drops are harder to come by in lower difficulty levels, but enemies won't respawn or they aren't very tough. I played with difficulty IV in my playthrough. I died a lot since the enemies are tough and they respawn really quickly. Sometimes, they respawn right in front of my party on a very narrow corridor leaving very little chance to escape. And sometimes, an escape will cost me. By a lot. Which brings us to the second item.
2. The immortal crew society.
Without revealing too much of the plot, all of the playable characters in the game has accelerated aging and will die within days. Luckily, there's a system in place to revive your characters each time they died, without any significant cost involved. In fact, the fastest way to get stronger is by dying (more on this later). Like normal humans, our characters will undergo growth stages. Each time a character revives, they will revive as children, become adults, then middle-aged, seniors and then died. As adults, they'll operate at their peak performance, and less when they are children since they'll suffer a penalty. The game didn't explain this part very well, compounded with the fact that the character sheet didn't have any stats on it. Furthermore, as you advance through many of the dungeon floors, the character will also advance in age as you moved up or down a floor, which makes escaping a sticky situation by moving floors very costly because you potentially will lose your party's peak potential.
3. What I do have are a very particular set of skills.
The game doesn't have classic stats (STR, DEF, DEX, etc.) written in the character sheet. Instead, we have a skill sheet. A character still gains XP like any RPG, and they'll also gain a skill point (SP) every level. There are 99 levels for each character, but there are not enough skill points available to purchase every skill available, and there is a cost associated with respeccing a character, which involves dying. Also, some skills are inherently better to be assigned to certain characters. You can also mitigate the performance penalty a character would have at their children growth stage by purchasing a skill, for example. Now, since you can't see your characters' stats, how do we know they got stronger?
4. What does kill you makes you stronger?
This is another part of the game which is pretty simple to understand, but it doesn't explain it very well for min-maxers. Basically, "Shigabane" is a system where a character will gain resistance or ability simply by dying and reviving. For example, if a character of old age, then they will have a day added into their lifespan upon reviving. However, this condition applies just once. If they died of old age the second time, they won't get another day added to their lifespan. Since the post-apocalyptic world of Zanki Zero is a dangerous one, there are plenty of these causes of death, ranging from natural causes (If dying within a fortnight can be described as natural), food poisoning, environmental hazards, from enemies and so on. There are dozens of Shigabanes and each come with a cute (or disturbing) card illustrating the causes. In this way, I make it a habit of having each member of my party die every so often (yes, that was a weird sentence to type) so they'll get stronger.
5. When nature calls.
Not enough with managing your health and stamina, there are a couple of other gauges we need to manage in this game: Stress and Bladder. A character may be more prone to stress during their children and adult growth stages, but less on middle-aged and senior stages. They might be stressing out if they got hit by enemies, or eating food they didn't like. By eating food to restore stamina, bladder level will increase and our characters will need to use the
facilities to relieve themselves. If the toilets are dirty, their stress level will increase. There is a performance penalty when their stress levels are high. To relieve stress, drinking tea or water will help them, or use a clean toilet. Now, spending a lot of time in the dungeon will deplete stamina, and by eating food, stamina will be restored, but bladder level will increase. You ever saw a toilet in the dungeons? Well, there are some toilets in there, but they're fucking filthy -- because the apocalypse happened. Cleaning toilets are the least of everyone's worries.
6. I love me some tentacles.
This is yet another aspect which is kind of obscure and the game only touches briefly without much explanation. By killing bosses at the end of each stage, a rare drop called "Clione" can sometimes be found. Without revealing too much of the story, suffice to say that these drops resemble tentacles of some kind, is rather powerful and can be transplanted into any of the playable characters, with various effects. However, their usage is limited, since it will corrupt the character each time it gets used and it can lead to imminent death. There are a lot of these to be found in every stage, and combining certain Clione can result in a powerful "Compound" effect. Think of it like "magic charges" in classic RPGs. Personally, I didn't use Clione that much since the damage output from high-level weapons are much higher and not limited by usage (apart from projectile weapons). Additionally, there is a special skill which is tied into a Clione usage on the final day of a character's lifespan. The character will die immediately when this skill is used.
7. Top bunk, or bottom bunk?
Weirdly enough, there is no real way to buff your characters in the dungeons. You can rest to restore your health and eat foodstuffs to restore stamina at any time, but improving character stats and abilities is something which needs to be done on the home base. One of the base facilities which can be built is Bedrooms. There are 8 bedrooms in total, one for each character. Sleeping in one for a night will restore their health and stamina to full. However, you can also bunk them in pairs for the night, for a penalty in stamina (which can easily be restored by eating food). By bunking them together, they'll gain various status effects which will help dungeon exploration. Additionally, it will improve their bond levels (Although I'm not sure if improving bond level also improve their hidden stats). I find it's beneficial to always bunking them together since the stamina penalty isn't significant.
8. I can't handle all these inventory slots.
If you hate limited inventory slots in RPG or if they have weight/carry capacity, then chances are you'll hate inventory management in this game. With only 11 inventory slots (4 for equipable + 7 other items) for each character, you'll be juggling inventory items on every dungeon floor, especially on higher difficulties where there are a lot of drops. Furthermore, each time a character dies, their inventory items will spill out to the floor and the remaining party members will need to pick up the pieces. Sometimes I was forced to leave all the treasure I gathered to avoid getting mobbed by enemies or bosses alike. It's kind of a nightmare at times because of each character's carry capacity is different, and they changed in size as they go into different growth stages. As children, they won't be able to carry much and will get weighed down really quickly, even when only their equipable are equipped. As adults, they'll be able to carry their maximum weight, and less so when they become seniors. Luckily, there is persistence in the way items are stored in the game. The dropped inventory items will remain in the dungeon if you return to its location after an emergency fast-travel to base, for example.
9. Night Trap
Warning: light spoilers regarding bonding events and character relationships.
I mentioned previously that by bunking your characters together, you can improve their bond level. Now, upon reaching certain bonding levels, you will be rewarded (if you can call it that) by
gravure shots of each character in their undies (or lack thereof) . Now, I don't have a problem with it mostly -- except for a certain younger character, not only because of her age but also because
she's bunking with her adopted brother , which weirded me out because the dialogue and scenario in their bonding event is almost sexually charged in nature. I think in retrospect, the censored stuff by that one platform holder makes sense in this case.
10. Glorious Nippon steel folded over 1000 times.
There is only one way to improve existing gear and weapons, that is by applying a certain item called "Strengthener" (how original). For weapons, they will boost the ATK stat and DEF for equipment. There are plenty of these Strengtheners to be found in every dungeon, but not nearly enough to enhance every piece of equipment. Furthermore, there's a limited number of upgrades per item. There's not much depth in this particular aspect, although you do need a few of the characters to have enough skill points in order to upgrade high-level gear.
Closing words.
Warning: spoilers on themes, main story arc.
There are other small aspects of the game I didn't elaborate, such as dungeon bonding events, food affinity, or hunting and gathering for example. But these aspects are small enough that it didn't make any significant impact on the gameplay. One last thing to mention: The Story. While the game's presentation is bright and cheerful and its characters are likable and seem well-adjusted, the game carries heavy undertones with some disturbing themes
blackmail, bullying, abuse, incest, assult, and of course murder (maybe genocide is apter). Each character has their own story arc, with the main story tying the experiences of individual characters. I find the personal stories are more poignant and relevant, while the overarching main story has a decent ending, although it's riddled with the kind of arse-pulling plotlines often found in SUNRISE's mecha anime.
Still, the game is enjoyable enough, and I recommend it for blobber fans who like challenges and anime (in no particular order).