Report on the 3rd Online Meeting of the Last Defense Academy School Council (Held on February 28)
The archived video is now available for the School Council members, so I’ve listed the key points and comments from Kodaka and Inou (THL’s producer) that I found particularly important or amusing. Part of the report is written in the form of a conversation, and the person named Miyokawa who appears in it is the editor-in-chief of a Japanese gaming media outlet called Famitsu.
Q: There are now 55 days until release. How are things going? Kodaka: We’re working on some patches, but development itself is basically finished. Until recently, I was making final adjustments to the parts I was responsible for, as well as checking the balance of the SRPG sections. But now that’s all settled, so I’ve been playing through the parts written by other writers—the ones I wasn’t involved in during development—as a player.
Q: So you're playing THL from a player’s perspective? Kodaka: Yes, exactly. There are parts I didn’t oversee at all, so I’m experiencing them for the first time myself.
Q: The demo’s reviews have the status of “Overwhelmingly Positive”… Kodaka: They’re all fake reviews. (Everyone laughs) Kodaka: We paid people 100 yen each to write them. Miyokawa: That’s cheap. (laughs) Inou: I personally wrote about 30 of them. (Everyone laughs) Miyokawa: Let’s not make jokes like that—it could spread in a weird way. It’s not true! (laughs) Right now, there are around 806 reviews. Kodaka: It’s really nice to see so many reviews for just the demo.
Q: Do you feel the impact of the feedback? Kodaka: Yes, I do. With Rain Code, we didn’t release a demo, and while DRV3 had a demo, there wasn’t really a place for people to leave reviews like this. So being able to see this kind of reaction is really valuable. We’ve even used some of the feedback to make adjustments in patches, so in that sense, I’m glad we released a demo. Also, as I mentioned in my Famitsu interview today, seeing the reactions to the demo has been a relief. My worries have eased a bit. Before the demo was released, I was thinking, “What if we only sell 600 copies...?” But now I know we’ll at least sell 800, so I feel a little better. (Everyone laughs) Miyokawa: I don’t think 800 copies is a number you should feel reassured about. (laughs)
Q: The SRPG sections were more challenging than I expected. Kodaka: That’s true. I think that’s one of the aspects that received particularly good feedback. When it comes to the story, a lot of people commented that it felt “Danganronpa-like” and nostalgic, but for the SRPG sections, it seemed like many players only truly understood what they were like after playing them.
The SRPG has a system where, if you get a game over, various relief measures kick in, making it progressively easier. Personally, when I play action games and keep getting game overs, I always think, “Why doesn’t this game have some kind of relief system?!” Since I’m more of a casual gamer, after dying three times, I just want the game to let me clear it already.
Miyokawa: So THL has that kind of relief system? Kodaka: Yes. Since I’m the type of person who wants that kind of feature, I made sure to include it.
Q: Since we have Kodaka here, I’d love for the School Council members to share their thoughts directly with you. But at the same time, many fans are hesitant to say too much because they’re worried about spoilers.
Kodaka: Yeah, but honestly, what’s playable in the demo is really just the tip of the iceberg—actually, more like the tip of the tip of the iceberg. I’ve seen a lot of reviews commenting on how surprisingly large the demo is, saying things like, “I can’t believe they released this much content.” But in reality, it’s just a small fraction of the full game. So many more things are going to happen from here on.
On the other hand, since the development team talks openly about all this stuff among ourselves, I sometimes worry that I might accidentally slip up and drop a keyword or something.
Most SRPGs tend to have a fantasy feel, but I think this demo really conveys just how much of a 'chuunibyou' (edgy, over-the-top) vibe the game has.
(Everyone laughs)
One thing that’s always bothered me about SRPGs is how, toward the end, the gameplay often turns into just surrounding the last enemies and bullying them. At a certain point, you realize, “Oh, I can’t lose anymore,” and the tension disappears. I wanted to reduce that as much as possible.
So, I designed the game around "comeback victories." The more allies you lose, the stronger you become.
I set it up so that, near the end, you might think, “Only two of us are left... but if we risk everything, we might just pull this off... We did it!!!” That kind of dramatic, high-stakes moment. I feel like that also adds to the game’s chuunibyou spirit.
---
<Kodaka's Comments During the Fan Q&A Session>
Darumi is the kind of character that seems like they could fit into Danganronpa but actually can't. If you have a character like that, they’d basically have to be killed off early on. So, while they might seem like a Danganronpa character, they actually wouldn’t work.
Maruko wouldn’t fit either. Someone that much of a coward would be hard to use in the story. Ginzaki as well—if he keeps sinking into self-loathing every time he speaks, the Class Trial wouldn’t progress at all. Surprisingly, there are a lot of characters that seem like they could appear in Danganronpa but actually wouldn’t.
For the first nine characters (except for Takumi), I wanted them to feel a little more relatable, a bit more grounded compared to the ones in Danganronpa or Rain Code. Maruko, Kawana, Shizuhara—they don’t have over-the-top appearances. Since this game has war as a theme, I wanted to include somewhat realistic reactions to that. So, at first, I aimed to depict real high school students with these nine characters. ...But I couldn't really do it. laughs In the end, I just kept adding more and more, and it turned out the same as always—intense characters all over again.
(Everyone laughs)
Kodaka: Still, I think the designs are slightly more relatable than those in Danganronpa, don’t you? Miyokawa: Darumi might be a bit extreme, though. Kodaka: Yeah, that’s true. But then all the characters that got added later ended up being way too intense, which made for a really unbalanced mix. laughs
Q: Are you participating in the 100-day login campaign? Kodaka: I haven’t logged in once. (Everyone laughs)
Q. The controls with the keyboard are difficult. Can they be improved before release? Kodaka: To be honest, I strongly recommend using a gamepad. Well... making adjustments for keyboard controls costs money, you know. Inou: Yeah, it’s not like we didn’t consider it, but given the budget, we decided it was better to just ask players to use a gamepad.
Q: Will there be any shocking announcements before the release? Kodaka: Honestly, we’re still debating how much to reveal. From a marketing perspective, it would be better to make an honest announcement that "This and that happen," people would go, "Whoa, this game is insane!" But at the same time, I want players to experience those surprises firsthand. So I’m thinking maybe it’s best to hold back and rely on post-release word-of-mouth instead. I don’t want to ruin those moments of shock for the players.
That said, I was looking at the demo reviews, and it seems like a lot of people were really reacting to Aotsuki’s event CG from Tokyo Game Show. Maybe that’s because, after playing the demo, they understood the characters better?
Inou: Yeah, that one definitely got people buzzing and stirred up a lot of "What!?!" reactions. Kodaka: At TGS, we had a bunch of event CGs on display at the booth. And we figured, "Hey, let’s throw in something fun at the edge of the lineup!" So we deliberately included one of the more intense event CGs. But I think it’s still hard to understand why things turned out that way.
There are over 600 event CGs in the game, so I doubt many people will see all of this.
---
On the development process
Kodaka: Today, various sections of the team were interviewed, and while reminiscing about the road to release, our staff kept saying things like: "I never thought we’d finish this game." "There’s no way this is possible."
Honestly, for the past two years, I’ve been hearing nothing but people saying, “It’s impossible! We can’t finish it!”
Miyokawa: Sounds like the whole Tookyo Games team was in despair. Kodaka: Yeah, Tookyo Games was in despair. Even Media.Vision (the company handling the SRPG sections) was in despair. Inou: Right. And since I was managing the project, I was in despair too. (Everyone laughs) Inou: So, at some point, I thought we had to force ourselves to finish it. Speaking of which, someone started saying scary things like, "If we had another year, we could have done even better..." Kodaka: It would never be finished at that rate. laughs Miyokawa: That just shows how ambitious the game was. Kodaka: Yeah, and I think the quality turned out really high. The character sprites and music are really abundant, too.
Plus, in the ADV sections, the scripting was all handled by the actual scenario writers. For the sections I wrote, I also did all the scripting myself. In fact, the entire ADV section of the demo—I handled all the scripting for it.
That’s probably why people kept saying in reviews that it feels like Danganronpa—because everything, from the way sound effects are used to the way music changes, was all done in my style.
While working on this, I realized that I’m actually really good at scripting. Maybe even better than writing scenarios. I genuinely feel like my directing makes things more engaging.
Miyokawa: Do different writers have their own distinct styles? Kodaka: Yeah, you can really tell, especially with Uchikoshi—his writing stands out a lot. There are some sections where you just know it’s him. But I think that’s part of the game’s charm—there are so many different routes, and multiple writers contributed to them.
---
[Closing Segment]
Miyokawa: Now then, does anyone know what day it is today, February 28th? Kodaka: Monster Hunter release day! Miyokawa: (laughs) Oh, the team members know what I mean. That’s right—it’s Ginzaki’s birthday! So, we have prepared a cake for him!
What do you think? Kodaka: That’s impressive. It does look a bit like his ears are melting though. Miyokawa: Well, is he really that beloved? Inou: I believe a lot of people will end up loving him. He’s already popular at ANIPLEX, and he’s one of my favorites too. Kodaka: He does have a great range of expressions. A lot of them are annoying, though. (Everyone laughs) Miyokawa: Even the expression on the cake is a little irritating, right? He doesn't seem to be aware that he is being celebrated. ---
Miyokawa: Lastly, do you have any message for the School Council members? Kodaka: Well, after the release, I’d love to have a meeting where we can share our thoughts without worrying about spoilers. I think a lot of different impressions will come up. Probably, about a month after the release, people who have played it will have completely different opinions, so I’d like to hear everyone’s thoughts at a good time. I think this is a work where sharing impressions will be a lot of fun, so please look forward to it and wait until the release.
---
That’s all for now. Please note that this post only highlights the parts of their statements that I found interesting, and some sections have been edited for flow, as they were not originally consecutive.
I hope you find some parts of it enjoyable to read. Thanks for reading! 🌟







