Yoko Taro is a genius. He is one of the few people using the medium for purposes besides mere vulgar entertainment. In sum, he deserves to be called an absolute master at the evocation of every emotion except entertainment.
I submit that everything that is hated about Drakengard 3 is precisely the point of Drakengard 3, making it one of the most tightly crafted ludonarrative examples of this decade, falling just short of Undertale. It is also filled with symbolism and intent, in ways that exceed my ability to analyze.
I would like to start everyone off reading this: https://dancefighterredux.wordpress.com/2016/06/10/drakengard-3-a-family-matter/ (spoilers obviously)
In short, Drakengard 3 is a psychological and interpersonal allegory of the first degree. Given that the matter of plot is well-handled in the linked blog-article, I move on to the relationship between gameplay and story.
A lot has been made of the framerate and stutter in Drakengard 3. But this is precisely an artistic matter, whether by intent or serendipity (Consider Nietzsche RE: Wager: âgeniuses like him have seldom the right to understand themselvesâ). To begin with, it must be understood that the perspective the player is meant to empathize with is not Zeroâs, which is bewilderingly opaque and seemingly two dimensional, but Mikhailâs: the dragon pacifist who wonders what the point of all the violence is constantly.
I submit then that the framerate and stutter issues are precisely symbolic of Mikhailâs cognitive dissonance, of his own inability to process all the slaughter and death and pain transpiring around him. Furthermore, they amplify and transpose to the player the fact that the situation must be very unpleasant for him; literally, the unpleasantness of the game maps directly to the unpleasantness of the events of the game to Mikhail.
Narratively, the opacity of Zeroâs motives dovetails with the impression of being a child and not understanding what is going on around you (especially not as it pertains to abuse and adult misery), which contributes to the overall effect: the game is an allegory about growing up as a child with an abusive headcase mother who still loves you. I am unable to go into further depth at the moment, but with this information to orient you, it should be easy to interpret the game along appropriate lines and extract the proper experiential effect from it.
Given all of that, I submit that Drakengard 3 is a masterpiece, worthy of being spoken of in the same breath as an Ico, a Metal Gear Solid 2, or an Undertale