Learning the intricacies ofDepersonalization, aCall of Cthulhu-inspired CRPGwith far more style than what those words can convey, can be a frustrating experience. The English translation often borders on illegible. Meanwhile, the game proper is full of unique mechanics that it doesn’t even attempt to communicate in advances, relying instead on old-fashioned trial-and-error.

Trial-and-error is whatDepersonalizationdoes best. Unlimited runs and a generous saving system let players correct their wrongs seconds after finding out what their mistake was. Still, the game leaves players with so little guidance that their first experience ofDepersonalizationmight feel confused or aimless. Learning a trick or two, then, and uncovering essential areas of gameplay in advance can help smooth some of the rough edges of this unique game.

a hard fight in Depersonalization

6Feel Free To Run Away

Not every character inDepersonalizationcan survive every encounter, and that’s okay. Unlikemany other games,Depersonalizationalways leaves room for a well-timed escape. The narrative will morph following the player’s choice of fleeing an encounter instead of defeating their enemies, just as it does during dialogue choices or skill rolls.

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Running away from combat requires good Sports skills, and is especially good when paired with a high agility score, which lets characters act first in combat (i.e., before they’re dead). Often, a successful escape will be as valuable, if not more, as beating an opponent. Either result could lead characters down mutually exclusives paths in the story, and fleeing might just be the one more suited path for that character.

5Retry Fights If Needed

Once a player starts getting a feeling for the game’s system, they’ll learn to intuit when a fight was lost because of their careless planning orbad dice rolls, as opposed to when they had no chance of winning whatsoever. If the player feels like they had a fighting chance, then they would do well to retry that fight.

Retrying a fight is as simple as pressing the appropriate button after losing a fight. It’s important to remember, though, that players can’t retry a fight they just won. That can be important because fights inDepersonalizationaren’t just a matter of surviving: leaving a fight alive but with few HP and no healing items can make the rest of the mission impossible.

the start of a fight in Depersonalization

4Re-roll Dice When Appropriate

Many actions inDepersonalizationdepend on the character’s skills and on a roll of the dice. The results of each roll can go from 1 to 100 while player skills max out at 80 or even just 60, depending on the skill and the character’s class. Random chance, then, often plays amuch bigger role than skillwhen deciding if an ability check is successful.

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Just like howDepersonalizationdoesn’t push players back to the main menu after dying in combat, most ability checks can be tried multiple times with only a slight loss of Luck. While it might not be wise to retry a roll with a chance of success in the single digits, this system radically changes the odds in the player’s favor.

3Death Doesn’t Mean The End

What comes after death? A loading screen. Sothoththe loading screengirl might have an imposing name, but not all that she says is true. When she reassures the protagonist that even if they won’t cease to exist, they will feel the sting of death just as well. She doesn’t get at just how inconsequential dying is in this game.

Dying is a great way of resetting fights that didn’t go as planned. It’s the result of doing the wrong thing on purpose just to see what happens. What follows is a prompt to load a save file, the most recent of which always leads to the start of the current scene.Depersonalizationis, at its core, a game about exploring, and this mechanic encourages a trial-and-error approach that is rare among RPGs.

the skill check screen from Depersonalization

2Check The “Refine” Tab Often

The TAB menu is one of two menus inDepersonalization. While another menu is responsible for the character sheet, the TAB menu is a sort of expanded inventory, containing additional menus for things like magic, clues, and Refine. This last tab is one of the few areas that the game’s slim tutorial completely ignores, but it’s absolutely fundamental for some builds.

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Any character with points inthe Craft skillshould try and make use of this mechanic, which allows for items to be combined into better version of the original or into completely new weapons and tools. For example, characters who put a lot of points in Shooting but don’t start with a firearm can craft a simple bow and immediately become more deadly in combat.

1When In Doubt, Put Points In Agility

Depersonalizationdoesn’t really explain the full scope of many abilities present in the game. It’s clear, for example, that Intelligence governs a character’s total MPs, but it’s not clear to what extent it affects conversation and scenes. Agility decides how often a character will dodge attacks, effectively reducing incoming damage by 100%, but it also seems to influencehow quickly they can act in combat. This makes it an essential skill to build quickly.

Acting before the enemy means one more chance of taking less damage, or even winning the fight before receiving even a single hit. Acting first during the first round can even allow especially feeble characters to run away from the battle before their opponent gets a chance of acting.

a choice, or “event selection”, in Depersonalization

the Tab menu from Depersonalization

a character sheet from Depersonalization