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428: Shibuya Scramble similar games & best alternatives

428: Shibuya Scramble

PC (Microsoft Windows), iOS, PlayStation 4, Android, Wii, PlayStation 3, PlayStation Portable • 2018

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Quick resume

A kidnapping on the streets of Shibuya brings together a hot-blooded detective, hard-hitting journalist, former gang leader, the head researcher of a big pharma manufacturer and a part-timer stuck in cat costume for a series of events each more unexpected and outrageous than the last.

Global score

95/100

Genres

Adventure, Visual Novel

Similar games

    Pros

    • Complex and engaging story
    • Multiple intertwined character perspectives
    • Meaningful player choices with consequences
    • Unique live-action visual style
    • Extensive bonus content and replayability

    Cons

    • Lack of voice acting
    • No fast-forward or skip text options
    • Somewhat slow pacing early on
    • Confusing progression due to keep out mechanics
    • High price without frequent sales

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices affecting story and character survival, with multiple paths and endings, indicating high player control over narrative outcomes."

      Capsule for The Dark Pictures Anthology: House of Ashes The Dark Pictures Anthology: House of Ashes

      "Players make meaningful choices that affect multiple intertwined storylines, directing the fate of several protagonists."

    • Competence

      Game with the same Competence vibe

      3

      "Engages players in decision-making and problem solving to unlock multiple endings, requiring attention and understanding of consequences."

      Capsule for Crimson Gray Crimson Gray

      "Players engage in puzzle-like decision making to avoid bad endings and progress, requiring attention and skillful navigation of branching paths."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal story progression and exploration of endings without comparison or ranking against others."

      Capsule for BAD END BAD END

      "Focus is on personal story progression and exploration of multiple endings without social comparison or ranked modes."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players often invest many hours, replaying to explore different story branches and endings, showing strong attachment."

      Capsule for The Witcher 2: Assassins of Kings Enhanced Edition The Witcher 2: Assassins of Kings Enhanced Edition

      "Players often invest many hours, including replaying sections to unlock all endings and bonus content, showing strong attachment."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay centers on individual decision-making and character relationships rather than multiplayer cooperation."

      Capsule for The Walking Dead: The Final Season The Walking Dead: The Final Season

      "Gameplay centers on individual decision making per character; no multiplayer or direct collaboration."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players creatively explore different narrative branches and endings, though within a predefined story structure."

      Capsule for Lake of Voices Lake of Voices

      "Players creatively explore different choices and story branches, but within a fixed narrative structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; experience is solitary and narrative-driven."

      Capsule for Corpse Party Corpse Party

      "No evidence of exerting control or superiority over others; experience is solitary and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive story and characters provide escape from real life through fantasy and emotional engagement."

      Capsule for Vampires' Melody Vampires' Melody

      "Immersive story and characters provide a strong escape from reality through engaging fiction and emotional involvement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment, with no obligation or external pressure noted."

      Capsule for Hot Dogs, Horseshoes & Hand Grenades Hot Dogs, Horseshoes & Hand Grenades

      "Players engage voluntarily out of interest and enjoyment, with no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players experiment with different choices and story branches to discover new endings and truths."

      Capsule for Stories: The Path of Destinies Stories: The Path of Destinies

      "Players experiment with different choices and timelines to discover all endings and story outcomes."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore many branching storylines and secret endings, uncovering new content with each playthrough."

      Capsule for Monster Prom Monster Prom

      "Players explore multiple character perspectives and branching storylines, uncovering secrets and alternate endings."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited customization; players express themselves through story choices but no avatar or environment personalization."

      Capsule for DRAMAtical Murder DRAMAtical Murder

      "Limited customization; players express themselves through choices but not through character or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "Grounded in realistic, plausible scenarios based on true stories rather than supernatural or fantastical elements."

      Capsule for Fears to Fathom - Home Alone Fears to Fathom - Home Alone

      "Story grounded in realistic settings and scenarios, despite some dramatic and suspenseful elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Experience is primarily solitary with minimal social interaction or community engagement."

      Capsule for STEINS;GATE: Linear Bounded Phenogram STEINS;GATE: Linear Bounded Phenogram

      "Experience is primarily solitary with minimal social interaction or community engagement."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop problem-solving skills and understanding of complex story elements through gameplay."

      Capsule for Deponia Doomsday Deponia Doomsday

      "Players develop understanding of complex story mechanics and improve decision-making skills to progress."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for Grand Theft Auto V Enhanced Grand Theft Auto V Enhanced

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention throughout; not suited for casual or background play."

      Capsule for CUPID - A free to play Visual Novel CUPID - A free to play Visual Novel

      "Requires focused reading and attention; no casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Emotional connection to characters but limited social interaction or relationship building with others."

      Capsule for FINAL FANTASY VI FINAL FANTASY VI

      "Emotional connection to characters but limited social interaction or relationship building with others."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; players follow narrative paths."

      Capsule for SIMULACRA: Pipe Dreams SIMULACRA: Pipe Dreams

      "No leadership or group management elements; players follow narrative paths individually."

    • Progression

      Game with the same Progression vibe

      4

      "Players unlock multiple story routes, endings, and achievements, showing clear progression."

      Capsule for ROBOTICS;NOTES ELITE ROBOTICS;NOTES ELITE

      "Players unlock multiple endings, bonus content, and story branches, showing clear progression."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Balances tension and emotional intensity with moments of humor and calm, providing a varied emotional flow."

      Capsule for Slay the Princess — The Pristine Cut Slay the Princess — The Pristine Cut

      "Mix of tension and humor creates a balanced emotional experience with moments of flow and engagement."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals and music provide pleasing sensory stimulation, with emotional engagement from story and characters."

      Capsule for Child of Light Child of Light

      "Live-action visuals and music provide sensory stimulation beyond typical visual novels."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition mechanics; experience is private and personal."

      Capsule for Tokyo School Life Tokyo School Life

      "No social status or recognition mechanics; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with complex characters and plot development."

      Capsule for Half-Life: A Place in the West Half-Life: A Place in the West

      "Strong narrative focus with complex, interwoven plots and character development."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires planning and decision making to navigate complex branching storylines."

      Capsule for Notch - The Innocent LunA: Eclipsed SinnerS Notch - The Innocent LunA: Eclipsed SinnerS

      "Requires planning and logical thinking to navigate branching storylines and avoid bad endings."

    • Thrill

      Game with the same Thrill vibe

      4

      "Suspenseful and tense story elements provide emotional thrill and excitement."

      Capsule for G-senjou no Maou - The Devil on G-String G-senjou no Maou - The Devil on G-String

      "Suspenseful and tense moments throughout the story provide emotional excitement."

    • Value

      Game with the same Value vibe

      3

      "Players perceive good value from extensive content, frequent updates, and replayability."

      Capsule for Wreckfest Wreckfest

      "Players perceive good value from extensive content, multiple endings, and replayability."

    • Violence

      Game with the same Violence vibe

      -2

      "Story contains some violent themes but gameplay focuses on narrative, not combat"

      Capsule for fault - milestone one fault - milestone one

      "Some violent themes in story but gameplay focuses on narrative choices rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid bad choices to survive and reach the true ending, creating a survival-like tension."

      Capsule for BAD END BAD END

      "Players must avoid bad endings and keep characters alive through correct choices, simulating survival."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. It leans lower than usual among comparable games on Fantasy, Violence, Expression.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026