Disgaea Mayhem

Nintendo Switch 2 Reviews

Disgaea Mayhem Review

The Disgaea series debuted on the PlayStation 2 and quickly became a standout in the strategy RPG genre, winning over players with its over-the-top, self-aware humour set in the Netherworld, a bizarre realm inhabited by demons, angels, and quirky personalities. At its core, each game features turn-based tactical combat on grid-based maps where players command squads of quirky units, exploiting terrain, throwing enemies across the battlefield, and chaining attacks through creative positioning.

Unlike many other strategy RPGs, the Disgaea series isn’t really known for deep tactical gameplay; most victories come from overpowering enemies with sheer stats. The real appeal is how it takes everything to absurd extremes. Characters can hit level 9999, stats skyrocket into the billions, and special moves unleash wild animations paired with damage numbers that make no sense at all. In a way, branching Disgaea into a Dynasty Warriors-like spin-off makes perfect sense since it plays into the ridiculous power fantasy both franchises are known for.

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Disgaea games don’t take themselves seriously, but Disgaea Mayhem almost comes off as a parody of its own series. While the series is traditionally self-aware, there are still attempts to convey emotional resonance and heart. Mayhem mocks this and throws the sincerity out the window. The game begins abruptly, throwing players into a battlefield without any introductions to who the protagonist is or why they’re slaughtering dozens of Prinnies. Many modern games indeed take their time to pull players into the action, but Mayhem skips setting up the context until after the crude tutorial. All players need to know is that N.A., a tough mercenary with an enormous sweet tooth, is hired by the idiot demon princess Tichelle to retrieve her stolen dessert. The story revolves around putting down rebellions by crushing rival clans and claiming their sugary spoils.

The story doesn’t get any deeper than this since it exists to foster musou-like gameplay with a familiar Disgaea-like loop of grinding, messing around in the palace hub, and good old-fashioned democracy. All the classic Disgaea mechanics are present and accounted for, with Mana earned from battles used to propose bills that grant permanent upgrades, stat boosts, new features, tougher difficulty settings, and handy quality-of-life perks like boosted EXP or HL gains. When a bill is proposed with enough Mana, the player steps into the assembly chamber, where a random group of senators is present. Each senator’s affinity toward the player affects how likely they are to cast a yes vote.

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Before starting the vote, players can bribe senators with items. Successful bribery shifts senators’ attitudes, improving the overall success chance displayed before voting begins. If the vote passes, the bill takes effect immediately, granting benefits like percentage-based permanent stat increases, better shop inventory, or access to advanced systems. If it fails, the Mana cost is lost, but players have options to retry later or force the bill through. Forcing involves battling the opposing senators in combat; defeating enough of them approves the bill anyway, though it carries risk since several senators are insane demons with absurdly high levels.

If the bill fails to pass, N.A. can just throw money at the problem to buy his way. Bills range from simple early-game conveniences like EXP multipliers to more significant unlocks that support the game’s deep progression, including Reincarnation and enhanced Item World runs. This political layer preserves the series’ tradition of letting players manipulate the rules of the Netherworld through a mix of diplomacy, bribery, and outright violence. It’s always been one of the most well-crafted aspects of these games, and even after more than 23 years, its message about the shortcomings of democracy still feels relevant. It would have been nice if it was written into the story organically, because Mayhem‘s actual story is as smart as a bag of hammers.

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Probably the first thing anyone will notice about Disgaea Mayhem is its utterly lacking presentation. It’s disappointingly poor and still relies on visual novel-style cutscenes without any attempt at lip flap for the voice acting or cinematic flair. Characters emote mostly through canned body language that often gets recycled in other scenes. For something that’s got a AAA price point, this should have had more effort put into it. Mayhem could have had Mega Man Legends-like scenes and exploration, but comes off as something out of a Simple 2000 joint.

Visually, Disgaea Mayhem fails to impress with its flat textures, splotchy shadows, and unoptimised frame rate. This game feels like a PlayStation Vita title, yet somehow runs poorly on the Nintendo Switch 2, which handles much more demanding games with ease. Switching Mayhem to performance mode can lock the frame rate at 60, but it comes with the downside of environmental geometry flickering wildly. There aren’t even that many enemies on screen. Compared to games like Dynasty Warriors Origins, which can display around 10,000 detailed units on screen at once and still run smoothly on the same hardware, Mayhem uses much simpler character models and maxes out at roughly 30 enemies at a time. It just never earns the “Mayhem” title it promises.

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The combat won’t impress and feels cheap. Light and heavy attacks combine into combos, while skills deliver flashy, over-the-top animations that emphasise the franchise’s signature exaggerated power fantasy. Magichange allows monster party members to transform into weapons for additional options, and support from recruited allies like Prinnies showcases Mayhem‘s utterly pathetic AI. Battles focus on crowd control, positioning for optimal damage, and building toward massive single-hit or area-of-effect strikes as stats scale upward. It’s basic, even by PlayStation 2-era musou standards, and like in every Disgaea, it’s completely mind-numbing and requires no skill, just the patience to grind through its admittedly addicting grind.

The grind loop forms the central progression pillar and delivers that distinct Disgaea satisfaction of turning characters into unstoppable forces to carry the bare-bones combat. Characters can level up to 9999, but the true power comes from reincarnation, which resets level to one while permanently boosting base stats for stronger growth in subsequent cycles. Equipment receives enhancements inside the Item World, a dungeon-crawling mode where players clear floors to raise item levels and stack massive multipliers, which entails more tedious fighting. This cycle focuses on over-the-top stat inflation, with damage numbers soaring into the millions or even billions, feeding into the franchise’s signature humour.

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It’s very easy to become overpowered quickly with only a couple of trips into the Item Worlds. Even a lowly Prinny can become a god of death. Even more shocking is how quickly the game ends. The end credits came suddenly after about six hours, and that’s with engaging with Mayhem‘s various systems casually. It seemed like this moment was merely the end of an act and that there would be more, but this was all it had. Players are expected to grind endlessly and keep becoming more and more powerful to no greater end.

Worse yet, there’s a paywalled DLC chapter that adds one level (that takes a few minutes to complete) and adds one unique fan-favourite character: Desco from Disgaea 4. Mayhem‘s monster party members are indistinguishable from the enemies and lack any unique appeal. There are no actual characters to join N.A., who remains the sole playable character, with his limitation balanced by his mastery of arms and ability to wield any weapon. This practice feels predatory toward Disgaea fans, especially since Mayhem is utterly barren of content and depends entirely on the player’s willingness to grind to squeeze any content they can from it.

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Cubed3 Rating

Disgaea Mayhem is so close to being a decent game. It's held back by the most mindless and unimaginative battles ever conceived in a Dynasty Warriors clone. There are no generals to protect or outposts. No compelling winning or losing conditions. There aren't even that many foes to beat. The only thing N.A. has to do is slap around 100 cartoon monsters, and he's won. The core Disgaea elements work perfectly for character progression, and even the staple democratic features remain fun and make sense in Mayhem. However, the lacklustre presentation, barren gameplay, and lifeless combat keep it from meeting the standard of quality. At least it was over quickly.

5/10

Average

Disgaea Mayhem

Developer: Nippon Ichi

Publisher: Nippon Ichi

Formats: Nintendo Switch, Nintendo Switch 2, PC, PlayStation 5

Genre: RPG

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