Compare AKIBA'S TRIP: Undead & Undressed prices across 50+ stores and find the best deal. Developed by ACQUIRE Corp.. Published by XSEED Games. Released on 5/26/2015. Available on PC. Genres: Action, Adventure, Casual, RPG.

A self-aware otaku fever dream with a faithfully recreated Akihabara and a combat hook so absurd it almost works, held back by a ports-from-handheld jankiness that demands a fan-made fix before you even boot it.

My first hour with AKIBA'S TRIP told me everything I needed to know: this game is not trying to be Yakuza, it is trying to be the weirdest doujin pitch someone ever greenlit at a Tokyo publisher meeting. You play Nanashi, an everyday otaku lured into a corporate trap with the promise of rare figurines, who winds up half-vampirized and fighting back against a Synthister conspiracy alongside a group of companions the game openly acknowledges are anime archetypes. The writing knows exactly what it is, and that self-awareness is doing a lot of heavy lifting. The core mechanic is exactly as advertised: target a Synthister's head, torso, or legs with high, mid, or low attacks to wear down their clothing, then hold the strip button when the outfit starts flashing to rip it off, exposing them to sunlight. Chain seven strips in a row and you unlock a Full Strip combo that escalates things further. The companion Unison Strip lets allied characters like Shizuku, Touka, or Nana pile on with you for crowd-control bursts. On paper this sounds like a one-note joke; in practice the zone-targeting rhythm has a slapstick appeal for about four hours. After that, the repetition sets in hard, and unlike a proper brawler there is no meaningful build progression or combat depth to sustain momentum through the longer stretches. The mission structure rarely deviates from walking to a zone and fighting waves of Synthisters until none remain, which is exactly as thin as it sounds. Where the game actually earns its audience is the open world itself. Over 130 real Akihabara locations are recreated in obsessive detail, with real brand signage, music leaking from storefronts, in-game cross-promotion from Disgaea, Hyperdimension Neptunia, and Ragnarok Odyssey DLC costumes, and a functional in-game smartphone called "Pitter" you use for side quests and lore. Wandering the streets without pressing the story forward is genuinely pleasant in a way the combat never quite manages. The story has diverging routes tied to affection levels with your five main companion characters, each leading to a different ending, which gives the visual novel skeleton some replayability. The branching differences are not especially deep, but the dialogue choices are entertaining enough on a first pass. The PC port, however, needs an asterisk the size of the Gundam Cafe. Out of the box it ships with blurry internal resolution, no reliable framerate cap above 30fps, poor mouse support, and bare-bones graphics options. The community-built AkibaInterceptor utility fixes most of the critical issues including resolution and framerate, and running a modded Steam controller config resolves menu navigation problems at higher framerates. Treating that fan patch as mandatory setup rather than optional is the honest advice here. If you can tolerate a console-to-handheld-to-PC port chain with minimal native PC love, the jank becomes background noise fairly quickly. The audience is narrow and specific: you need some affection for otaku culture and anime tropes, genuine tolerance for fan-service that is less gratuitous than it looks and more satirical than it sounds, and low expectations for combat depth. Narrative-depth seekers expecting something with the writing density of the genre's best will find the script charming but lightweight. There are no meaningful build systems, no skill trees worth pondering over, and no moment that rewards a second read the way good RPG writing does. What is here is a strange, earnest love letter to a very particular Tokyo neighbourhood, wearing its absurdity proudly and asking you to meet it there. Monika, Scout Team

AKIBA'S TRIP: Undead & Undressed
ActionAdventureCasualRPG

AKIBA'S TRIP: Undead & Undressed

May 26, 2015ACQUIRE Corp.XSEED Games
GamerScout Says

A self-aware otaku fever dream with a faithfully recreated Akihabara and a combat hook so absurd it almost works, held back by a ports-from-handheld jankiness that demands a fan-made fix before you even boot it.

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About AKIBA'S TRIP: Undead & Undressed

My first hour with AKIBA'S TRIP told me everything I needed to know: this game is not trying to be Yakuza, it is trying to be the weirdest doujin pitch someone ever greenlit at a Tokyo publisher meeting. You play Nanashi, an everyday otaku lured into a corporate trap with the promise of rare figurines, who winds up half-vampirized and fighting back against a Synthister conspiracy alongside a group of companions the game openly acknowledges are anime archetypes. The writing knows exactly what it is, and that self-awareness is doing a lot of heavy lifting. The core mechanic is exactly as advertised: target a Synthister's head, torso, or legs with high, mid, or low attacks to wear down their clothing, then hold the strip button when the outfit starts flashing to rip it off, exposing them to sunlight. Chain seven strips in a row and you unlock a Full Strip combo that escalates things further. The companion Unison Strip lets allied characters like Shizuku, Touka, or Nana pile on with you for crowd-control bursts. On paper this sounds like a one-note joke; in practice the zone-targeting rhythm has a slapstick appeal for about four hours. After that, the repetition sets in hard, and unlike a proper brawler there is no meaningful build progression or combat depth to sustain momentum through the longer stretches. The mission structure rarely deviates from walking to a zone and fighting waves of Synthisters until none remain, which is exactly as thin as it sounds. Where the game actually earns its audience is the open world itself. Over 130 real Akihabara locations are recreated in obsessive detail, with real brand signage, music leaking from storefronts, in-game cross-promotion from Disgaea, Hyperdimension Neptunia, and Ragnarok Odyssey DLC costumes, and a functional in-game smartphone called "Pitter" you use for side quests and lore. Wandering the streets without pressing the story forward is genuinely pleasant in a way the combat never quite manages. The story has diverging routes tied to affection levels with your five main companion characters, each leading to a different ending, which gives the visual novel skeleton some replayability. The branching differences are not especially deep, but the dialogue choices are entertaining enough on a first pass. The PC port, however, needs an asterisk the size of the Gundam Cafe. Out of the box it ships with blurry internal resolution, no reliable framerate cap above 30fps, poor mouse support, and bare-bones graphics options. The community-built AkibaInterceptor utility fixes most of the critical issues including resolution and framerate, and running a modded Steam controller config resolves menu navigation problems at higher framerates. Treating that fan patch as mandatory setup rather than optional is the honest advice here. If you can tolerate a console-to-handheld-to-PC port chain with minimal native PC love, the jank becomes background noise fairly quickly. The audience is narrow and specific: you need some affection for otaku culture and anime tropes, genuine tolerance for fan-service that is less gratuitous than it looks and more satirical than it sounds, and low expectations for combat depth. Narrative-depth seekers expecting something with the writing density of the genre's best will find the script charming but lightweight. There are no meaningful build systems, no skill trees worth pondering over, and no moment that rewards a second read the way good RPG writing does. What is here is a strange, earnest love letter to a very particular Tokyo neighbourhood, wearing its absurdity proudly and asking you to meet it there. Monika, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieBeat-em-UpOtaku Culture SatireVisual Novel BranchesMultiple EndingsOpen World ExplorationCompanion Affection SystemFan-Patch RequiredCostume CollectionJapanese Localization

System Requirements

Minimum

OS
Windows Vista (SP2)
Memory
6 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTS 450 / ATI Radeon HD 5870 (1GB VRAM)
Processor
Intel Core i3-530 @ 2.93 GHz / AMD Phenom II X4 810 @ 2.60 GHz
Sound Card
Compatible with DirectX 11

Recommended

OS
Windows Vista (SP2), Windows 7, Windows 8
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 760 (4GB VRAM)
Processor
Intel Core i5-2500K @ 3.3 GHz
Sound Card
Compatible with DirectX 11

Reviews & Ratings

No ratings available

Game Info

Developer
ACQUIRE Corp.
Publisher
XSEED Games
Release Date
May 26, 2015

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