Replica Club √D Hands-On Report and Interview at BitSummit PUNCH
The developer's emphasis on a narrative that recontextualizes itself on replay suggests a deliberate design philosophy that treats the first playthrough as setup for a second, rather than a one-time experience.
Reporting from 1 sources: Game Spark.
Game Spark reports on a hands-on demo and developer interview for the cinematic adventure game Replica Club √D at BitSummit PUNCH. The game features a card battle system, a dual-world narrative, and a story designed to change meaning on a second playthrough.
At BitSummit PUNCH in Kyoto, Game Spark played a demo of Replica Club √D, a cinematic adventure game from developer mnts. The game follows Suzuno Kurezuki, a Hollywood actor's manager who falls into a nightmare world called the Underworld. There she meets Dysphoria, a painter who looks exactly like her employer. The demo included a battle segment against a girl named Rose, using a card-based system that tracks both HP and SANITY. The developer told Game Spark that dialogue and choices are written with double meanings, so a second playthrough after learning the truth reveals a different story. The game also includes map exploration and psychological negotiation through choices. The hands-on session was short but dense, with detailed character sprites and cut-in effects during battles.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.