

Still, I feared what the next textbox would bring once I realized that act two was a brand new game. I didn’t play Doki Doki Literature Club! completely blind. There’s just enough of the core game left that it’s hard to predict what will really happen and who the next victim might be. Even the characters in the game note how they don’t feel like themselves or that the others seem to be acting more strangely than usual. Players know enough about the characters from the first act to have an idea of how they typically behave. It’s not just how the game works, though. However, that all goes out the window after the game takes a bloody turn. You can also choose who to work with on festival preparations, how to disrupt a club argument, and so on. If you choose cutesy words to cater to Natsuki, then you learn more about her during the next cutscene.

Players witness different cutscenes related to these characters depending on which girls like their poems. More romantic words like “daydream” better suit Sayori. Some words like “starscape” match Yuri, the introverted bookworm who prefers imagery in her poems. Players write poems using seemingly random words that appeal to specific characters. Understandably, he takes it as an opportunity to learn about more than just literature. His childhood friend drags him into joining the Literature Club, which just happens to be full of cute girls.
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You play as the bland male protagonist who could use some excitement in his life. It’s something familiar to anime trope lovers across the internet. As advertised, Doki Doki Literature Club! starts as your typical high school romance.
