Danganronpa V3: Killing Harmony Masters the Killing Game

Danganronpa V3: Killing Harmony is a game built on lies, both between its cast of 16 eccentric high school students and between the game and the player. Using a new setting to bring back the same murder mystery format of the original Danganronpa games, Killing Harmony explores new themes and conflicts about the value of truth, trust and how a little lie can help move things along. The result is a game less philosophical than its predecessors, and perhaps less impactful because of it, but it shakes up dynamics in a way the series hasn’t quite touched on before.
Killing Harmony’s set up is a familiar one: 16 high school students are locked within the Ultimate Academy for Gifted Juveniles by the devious animatronic teddy bear Monokuma. These teenagers are forced to take part in a “killing game” where the only way they can escape the academy is by getting away with the murder of one of their classmates.
After a murder occurs, the students take part in a “Class Trial.” In these open forums evidence found at the crime scene and around the school is discussed, claims are refuted and sides are taken, all ultimately leading to the reveal of the murderer, who will face execution if they’re discovered. Killing Harmony’s cases are more elaborate than the first Danganronpa and more grounded and natural than the second, which hits a perfect sweet spot for logical deductions and meaningful discussion. Puzzles and mini-games that break up the conversation feel more intuitive and mechanically sound than previous entries, including updated ones like the Psyche Taxi, which had me driving down a road taking certain paths to answer questions in a clever visual metaphor, as well as new ones like the Minesweeper-esque Mind Mine that required me to clear out matching colored tiles to uncover evidence underneath.
The most notable addition comes back to Killing Harmony’s focus on lies by allowing the trial to go in different directions whether or not the player chooses to lie to shift the discussion. Conversations can get stuck on topics that require you to lie just to get everything back on track. Doing so is risky, and can backfire if you’re called out. If you use a lie to refute the wrong statement you’ll receive a greater penalty. But after talking with other players I found that whether or not you lie in a situation can branch the conversation off. The end result of the trial is the same, but we were able to trace back the point where we took different paths to get there.
If nothing else, Killing Harmony feels like a mastery of its killing game. Its clever cases, meaningful motives and gutting twists feel on par with the series’s pedigree and are all bolstered by a stylish artstyle and score. I cared about the kids at the Ultimate Academy and seeing them be picked off one-by-one was just as affecting as it’s ever been, but the shift from one setting to another feels like certain aspects that made previous games memorable and thematically profound didn’t make the jump.