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Disaster Report

Disaster Report is a series of action-adventure titles in which players control protagonists who must navigate and escape modern struck by catastrophic , such as and floods, while managing resources and making decisions that affect survival outcomes for themselves and others. The series originated with the first game, Disaster Report (known as Zettai Zetsumei Toshi in ), developed and published by for the and released in on April 25, 2002, followed by North American and European releases in 2003 by . This entry is set on a collapsing hit by an and , emphasizing player choices in helping survivors amid aftershocks and fires. Subsequent titles include Raw Danger! (2006, PS2), which depicts a flooded by torrential rains and features multiple playable characters with interconnected stories, and Zettai Zetsumei Toshi 3: Kowareyuku Machi to Kanojo no Uta (2009, ), a Japan-exclusive installment involving an in a high-tech with overhauled focused on and environmental hazards. In 2011, 's former staff, including series creator Kazuma Kujo, founded Inc., which acquired the rights to the series worldwide in 2014, enabling continued development after Irem shifted away from game production. revived the franchise with Disaster Report 4: Summer Memories (2018 in for PS4, 2019 for Switch, and 2020 internationally on PS4, , and PC via publishers like NIS America), set in a customizable protagonist's journey through an earthquake-ravaged city, incorporating realistic disaster simulations in collaboration with the City Fire Bureau. A planned Zettai Zetsumei Toshi 4 for PS3 was canceled but later revived and repurposed by into Disaster Report 4: Summer Memories. As of 2025, is developing Disaster Report 5, planned as an open-world game set three years after the first entry. Core gameplay across the series revolves around third-person in destructible environments, where players scavenge for items like to maintain meters, avoid hazards such as falling and fires, and engage in dialogue-driven interactions that branch narratives and influence endings. The titles draw from real-world preparedness, promoting themes of human resilience and community aid without , though some releases faced delays or limited localization due to development challenges and the sensitive nature of simulations.

Gameplay

Core Mechanics

The first game, Disaster Report, features the following core mechanics, which form the basis for the series with variations in later entries. navigate a collapsing urban environment primarily through third-person perspective controls that emphasize evasion and survival. Movement is handled via the or for walking, with the Circle button held to initiate running, which accelerates traversal but accelerates depletion. occurs automatically when dashing toward ledges or gaps, allowing the character to vault obstacles or reach higher platforms, while the Up directional input on a can manually trigger leaps during precise moments. Crouching, activated by the R1 shoulder button, is essential for stability during aftershocks and earthquakes, preventing the character from toppling and sustaining avoidable injuries from falls or flying debris. The game's dual resource systems govern player vitality amid constant hazards. Health points (HP), represented by a green gauge in the upper-left corner of the screen, deplete from direct injuries such as impacts from falling rocks, fires, or structural collapses; full depletion results in , requiring a reload from the last checkpoint. Injuries can also arise indirectly from exhaustion if is unmanaged. Quake points (QP), depicted as a thirst gauge below HP, represent and erode with physical exertion—walking consumes it gradually, while running or prolonged activity drains it faster—and reaching zero causes HP to begin depleting instead. Both systems are restored through : HP via items like bandages or juices found in the , and QP exclusively by clean from fountains, bottles, or packets scavenged during . Equipment management adds a layer of strategic handling, with accessing a via the Square to organize a limited of slots—typically starting with a small capacity that can be expanded by acquiring larger backpacks. Items include practical tools like crowbars for prying open doors, ropes for stabilizing objects, or protective gear such as gloves and helmets, which can be equipped for minor or puzzle ; excess items must be discarded to free space, encouraging . is straightforward, focusing on swapping gear to suit immediate threats, such as donning a helmet before entering unstable buildings. Environmental interactions revolve around these items for puzzle-solving, where approach objects like locked barriers or dangling cables and use the action (X) to apply tools— for instance, wedging a carjack under to lift it or uncoiling a hanger to bridge electrical gaps—thereby progressing through blocked paths without combat. The companion system introduces cooperative dynamics, allowing players to up to three non-player characters (NPCs) encountered during traversal, such as survivors trapped in rubble who join after . These helpers automatically follow the , providing assistance like boosting the player to high ledges or fetching distant items, but they must be actively managed to avoid separation during quakes or crowds. Companions consume shared resources, notably requiring players to allocate from their to maintain their , as neglect can lead to them lagging behind or abandoning the group; decisions on whom to or leave behind influence resource strain and overall progression.

Survival and Progression

In Disaster Report, progression unfolds through a structure with branching paths where players navigate the collapsing of Stiver Island, adapting to environmental changes triggered by periodic earthquakes and aftershocks that dynamically block or open paths. These seismic events force route-finding and , such as climbing debris piles or detouring around newly formed fissures, emphasizing over strictly linear advancement as players seek evacuation points amid ongoing hazards like falling buildings and fires. Subsequent games expand on these elements, such as 's multiple playable characters with interconnected stories and Disaster Report 4's enhanced simulations developed in collaboration with the Kobe City Fire Bureau. Investigation plays a central role in advancement, with protagonist Keith Helm, a reporter, collecting clues—such as documents and witness testimonies—about the disaster's underlying causes, including governmental corruption tied to the island's construction. These elements unlock alternative dialogues with non-player characters and access to previously inaccessible areas, blending puzzle-solving with narrative discovery to reveal the man-made aspects of the catastrophe. The game's seven possible endings hinge on key decisions, companion survival rates, and resource management of health points (HP) and quake points (QP), which deplete during hazards and require careful allocation of items like water bottles for restoration. A pivotal choice occurs midway, where players select between allying with Karen, a college student, for paths through residential zones, or Kelly, a student, leading to industrial districts—each route influencing subsequent events and determining whether companions perish or reach safety, culminating in "true" endings that demand post-game side stories for full resolution. Exclusive to the version titled Zettai Zetsumei Toshi, the game supports the Vibrator peripheral, a USB device that provides intensified haptic feedback during sequences and other perils, enhancing immersion through synchronized vibrations.

Story

Setting and Characters

Disaster Report is set in 2005 on Stiver Island, a man-made metropolis constructed off the coast of and known as . This artificial urban environment features a network of interconnected islands linked by bridges, bustling with modern infrastructure including hotels, systems, elevated highways, and an complete with a . Designed to be resilient against natural disasters, the city's layout emphasizes verticality and connectivity, with canals and high-rises dominating the skyline. The protagonist, Keith Helm, is a 25-year-old news reporter arriving on Stiver Island to begin his new position at the Town Crier newspaper. Optimistic and determined, Keith's background as an investigative journalist positions him to uncover underlying issues with the island's development prior to the crisis. Players can customize aspects of Keith's appearance and influence dialogue choices, adding personalization to his role in the unfolding events. Supporting the protagonist are key companions Karen Morris and Kelly Austin, each with distinct backgrounds and motivations tied to the island's daily life. Karen, a student specializing in science, is en route to for a when the strikes; her personal stake involves locating her pet dog, and she contributes analytical skills to group survival efforts. Kelly, a high student, is visiting the local with her younger brother , driving her determination to reunite with family amid the chaos; her practical knowledge aids in navigating urban obstacles. The game's ensemble cast includes a diverse array of survivors and antagonists, such as freelance journalist Greg Bach, who documents the events, and the Baxter family, lawyers entangled in the island's administrative controversies. Shady officials and residents with backstories linked to Stiver Island's construction and maintenance hint at potential conspiracies surrounding its infrastructure vulnerabilities. Player decisions can influence outcomes, enhancing the interpersonal dynamics without altering core .

Raw Danger! (2006)

Raw Danger! is set five years after the first game in the of Geo City, which faces catastrophic flooding from a collapse during heavy rains. The story follows multiple playable protagonists with interconnected narratives, emphasizing themes of redemption and conspiracy. Key characters include detective John R. Connor, searching for a ; Olympic swimmer Cindy Mauldin, navigating flooded streets; high school student Naomi Osako, accused of murder and evading police; and others like a news reporter and a young boy. The ensemble uncovers a plot involving corporate greed and government cover-ups related to the dam's failure. The intertwines the survivors' paths as they manage body temperature and while escaping the rising waters, leading to revelations about the 's man-made causes and multiple branching endings based on choices.

Zettai Zetsumei Toshi 3: Kowagarikunai (2012)

Zettai Zetsumei Toshi 3 takes place in 2012 in the high-tech city of Rubble City (a fictionalized ), struck by a massive . The narrative focuses on a male protagonist who awakens on a bus amid the , teaming up with female companions in a story blending with romantic elements and . Principal characters are the customizable , Saki Honjo (a singer), and Ayami (a mysterious girl), alongside antagonists like corporate executives and gunmen. The plot involves navigating a three-day survival ordeal, uncovering a scheme by a tech conglomerate to exploit the for profit, with aftershocks, fires, and moral choices affecting outcomes. Endings vary based on relationships and decisions, highlighting and ethical dilemmas in a Japan-exclusive entry.

Disaster Report 4: Summer Memories ()

Disaster Report 4: Summer Memories is set in the modern city of Hisui City during a summer , devastated by a powerful . Unlike predecessors, it features a fully customizable (male or female) with no fixed backstory, focusing on personal survival and aiding others without a central . Supporting characters include recurring figures like Kelly Austin (now a teacher) and new survivors such as students, firefighters, and family members, each with side stories involving reunions and rescues. The plot follows the protagonist's three-day journey through collapsing structures, managing heat, thirst, and stress, while making dialogue choices that build bonds and unlock multiple endings. The narrative emphasizes disaster preparedness and human connections, drawing from real events like the .

Plot Summary

Disaster Report follows Helm, a young reporter arriving on the artificial for a new job at the Town Crier , when a massive strikes, triggered by deliberate orchestrated by island creator Terry Stiver in revenge for personal tragedies manipulated by his associate Albert Simms. Stranded amid collapsing structures and aftershocks, becomes entrapped in the chaos, forming alliances with survivors such as vacationer Karen Morris, who enlists his help to rescue her dog, or photojournalist Greg Bach and Kelly Austin, who is searching for her missing brother ; these early choices lead to branching paths through the crumbling , where must navigate hazards while managing limited resources like water and stamina to aid his companions. As the narrative progresses into mid-game exploration, uncovers evidence of and geological tampering, including documents revealing Simms' role in murdering Stiver's family and engineering the island's instability for greed-driven motives, forcing confrontations with armed and moral dilemmas, such as deciding whether to assist vulnerable civilians like an elderly couple or a trapped schoolgirl during escalating disasters including fires and floods. These investigations highlight themes of and , with Keith's journalistic instincts driving him to expose the truth despite the personal risks, echoing in prioritizing public awareness over self-preservation. The story culminates in tense escape sequences toward evacuation points, such as a , where Keith disrupts Simms' getaway using improvised tools like a , leading to the antagonists' demise as the island sinks beneath tidal waves; multiple endings branch from player decisions, ranging from tragic outcomes where companions are abandoned to more resilient conclusions emphasizing human bonds and the long-term consequences of environmental , inspired by real-world seismic vulnerabilities.

Production and Release

Development

Disaster Report was directed by Kazuma Kujo at , where he served as the game's creator and lead designer. The concept for the title emerged from Kujo's personal experiences with the Great Hanshin-Awaji Earthquake that struck in 1995, an event that profoundly influenced his vision for simulating realistic disaster survival in a format. Kujo sought to blend adventure gameplay with educational elements on disaster preparedness, emphasizing the human response to catastrophe over supernatural threats. Key inspirations included the 1973 novel and film adaptation of Nippon Chinbotsu () by , which depicted widespread destruction from , and Takao Saito's 1976–1978 series , focusing on post-apocalyptic endurance. These sources shaped the game's narrative of an undergoing progressive collapse due to earthquakes and aftershocks, aiming to evoke tension through environmental hazards and . Kujo's goal was to create an experience that would encourage players to reflect on real-world vulnerabilities, particularly in seismically active . The development process targeted the platform to exploit its hardware for dynamic environmental interactions, such as real-time building deformations and procedural event triggers during disasters. This allowed for a non-linear progression where player choices affected survival outcomes across multiple story paths. The game incorporated companion characters with rudimentary behaviors to simulate in crisis situations, requiring careful balancing to maintain without overwhelming frustration. Iterative playtesting focused on refining these mechanics to heighten tension while ensuring accessibility. Initially developed for the market, the project anticipated a domestic release, but localization efforts for Western audiences necessitated cultural adjustments, including altered character appearances and names to reduce and enhance relatability in portrayals. These tweaks addressed sensitivities around depicting seismic events, ensuring the game's themes resonated globally without unintended insensitivities. The sequel, Raw Danger!, was also developed by for the , expanding on the original's mechanics with multiple playable characters and interconnected narratives set during a disaster. It retained Kujo's focus on realistic survival but introduced temperature and wetness management systems. Zettai Zetsumei Toshi 3: Kowagarikunai (2012) for , the third entry and Japan-exclusive, overhauled stamina-based survival and environmental interactions in a high-tech city earthquake scenario, still under . A planned fourth installment, Zettai Zetsumei Toshi 4: Summer Memories for , entered development at around 2010 but was canceled in 2011 following the Tōhoku earthquake and tsunami, amid the company's shift away from game production. After acquiring the IP in 2014, revived the project as Disaster Report 4: Summer Memories (2019 in , 2020 internationally), utilizing Unreal Engine 4 for enhanced simulations and collaborating with the Kobe City Fire Bureau for authenticity. The game features a customizable and emphasizes in an earthquake-struck city. As of 2022, has confirmed ongoing development of a fifth entry, tentatively titled Disaster Report 5, described as open-world and set three years after the original, though no release details have been announced.

Release and Localization

Disaster Report, known in Japan as Zettai Zetsumei Toshi, was released for the PlayStation 2 on April 25, 2002, by Irem Software Engineering. The game launched in North America on February 15, 2003, published by Agetec under the title Disaster Report. In Europe, it was released on February 28, 2003, as SOS: The Final Escape, also by Agetec. The localizations involved significant adaptations to appeal to audiences, including renaming characters and altering their appearances to reflect more features, such as lighter skin tones and changed hairstyles. For instance, the protagonist Masayuki Sudo was renamed Keith Helm in the English version. Place names and cultural references were also Americanized to distance the setting from its original context. Raw Danger! followed on September 21, 2006, in by for PS2, with North American release on March 27, 2007, by ; a European version launched in 2007 but excluded the . Zettai Zetsumei Toshi 3: Kowagarikunai released exclusively in on , 2012, for by . Disaster Report 4: Summer Memories launched in on February 27, 2020, for PS4 by , with international releases on April 7, 2020, for PS4, , and PC via NIS America. In December 2014, the rights to the Disaster Report series were acquired by from . Following this transfer, re-released the original game digitally in via the for on February 18, 2015. As of November 2025, no official remakes, ports, or digital re-releases of the original game have been made available in Western markets.

Reception and Legacy

Critical and Commercial Reception

Disaster Report received mixed reviews upon release, earning a Metacritic score of 66/100 based on 28 critic reviews. Critics praised its innovative approach to disaster simulation and survival mechanics, which created tense, realistic scenarios of navigating a quake-ravaged city, but frequently criticized the clunky controls, repetitive tasks, and technical issues like glitches and dated graphics that hindered immersion. In , the game was better received by outlets like , which awarded it a score of 32 out of 40, reflecting appreciation for its unique and branching narratives amid the chaos. reviewers echoed some positives, such as the atmospheric from environmental hazards and interactions, but often highlighted frustrations with instant-death and the steep difficulty curve that punished imprecise movement. Commercially, Disaster Report achieved modest success, selling approximately 210,000 units worldwide according to VGChartz estimates, with around 149,000 units in (Famitsu data) during its 2002 launch, bolstered by first-week sales of 55,789 copies. In , where it released in 2003, sales were lower at around 30,000 units, limited by its niche appeal as an unconventional survival title and potential sensitivities related to urban disaster themes in the post-9/11 climate. Player reception has evolved positively in the years since, particularly through emulation on platforms like , which has made the game more accessible to modern audiences. Retrospectives often highlight its educational value in portraying disaster preparedness, , and human resilience, positioning it as a despite initial flaws.

Sequels and Series Impact

The Disaster Report series expanded with Raw Danger! (known in Japan as Zettai Zetsumei Toshi 2: Itetsuita Kōzui kara no Dasshutsu), released for in 2006 in and 2007 internationally, which shifted the focus to a flooded environment during a crisis and introduced multiple playable protagonists whose stories interconnect. The third installment, Zettai Zetsumei Toshi 3: Kowareyuku Machi to Kanojo no Uta (2009, , Japan only), incorporated elements through a new meter that escalated from tense dialogues and environmental threats, replacing prior gauges like , though it remained unlocalized internationally due to underwhelming sales performance of prior entries. After developer ceased game production in 2011, —formed by former staff—acquired the intellectual property and revived the series with Disaster Report 4: Summer Memories (2018, , Japan; 2020 international release on , , and PC), which was initially developed for in 2011 but delayed and restarted following the real-world , incorporating updated graphics and mechanics centered on tsunami evacuation in a coastal city. Granzella announced Disaster Report 5 in 2021 as an open-world sequel set three years after the original game's events, featuring returning characters like protagonist , but as of November 2025, no release date has been confirmed amid ongoing development challenges, with no new announcements since 2022. In parallel, 's 2017 title City Shrouded in Shadow served as a , blending disaster survival with battles involving and , where players navigate a monster-ravaged using mechs and evasion tactics. Beyond direct entries, the series has influenced the disaster simulation genre by pioneering realistic urban catastrophe narratives that emphasize civilian perspectives over , inspiring titles focused on environmental hazards and in crises, as noted in analyses of evolution. It has also sparked media discussions on the of simulating real disasters, highlighting concerns over desensitization versus training in . Furthermore, the franchise's portrayal of and scenarios has contributed to public education on seismic risks, drawing parallels to events like the 2011 Tōhoku disaster by simulating escape routes and to foster awareness of real-world vulnerabilities.

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