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Japanese games by JLPT level

Most lists of games for learning Japanese are somebody's opinion about which games felt hard. These are measurements. We take a real screen from each game, run every word on it against the same JLPT wordlist our app uses, and publish what came back, including the words that fall outside the lists entirely.

Pick the band that matches where you are. Each game links to the full breakdown, screen by screen.

Every game we've scanned splits the same way

The interesting result isn't that some games are harder than others. It's that each one has two different difficulties inside it, and the gap between them is enormous.

Menus, item screens and system text land between N4 and N2. Story and flavour text land on N1 in every single game we've measured, without exception. A game whose menus you can read comfortably will still hand you lore written well above your level ten minutes later.

That's worth knowing before you pick, because it changes what "can I play this?" means. You can navigate almost any of these games far earlier than you can read their writing. The menus are what you'll learn first, they're what repeats, and they're the part that stops needing help within a few weeks. The story is the long climb.

N4 menus — the shallowest end

Roughly the vocabulary of a first textbook year. You can move through the game's systems without looking much up, which means the reading you do is mostly the story rather than the interface. If you have kana and a few hundred words, this is where to start.

N3 menus — the usual case

Most games land here. The interface is readable once you've met a few hundred recurring words, and those words repeat so relentlessly across a playthrough that they stick without study. This is the band where a screen reader earns its keep: you get through the menus on your own within a couple of weeks and lean on it for the story instead.

Monster Hunter Wilds cover art

Monster Hunter Wilds

モンスターハンターワイルズ

Menus N3 Story N1 50 words scanned Video

Menus sit around N3, but the quest letters hide N1 bureaucrat words like 当該 and 保全 — and one word decides whether you pass or fail.

The word that catches people: 捕獲 (ほかく) — capture — take it alive

Elden Ring cover art

Elden Ring

エルデンリング

Menus N3 Story N1+ 147 words scanned Video

The biggest scan yet — 147 words, and more than half land on N1 or off the JLPT lists entirely. Menus are honest N3, but the item lore is sword-smith Japanese (刃文, 緋雫), and one line of fine print quietly spends your healing flasks.

The word that catches people: 緋雫 (ひしずく / ひだ) — crimson tear — the Flask of Crimson Tears, your healing flask

Devil May Cry 5 cover art

Devil May Cry 5

デビル メイ クライ 5

Menus N3 Story N1 52 words scanned Video

Every tab is in English — SKILLS, DEVIL BREAKERS, CUSTOMIZE — but the moment you highlight anything, the game switches to Japanese to tell you what happens if you press the button, and what it costs.

The word that catches people: 習得 (しゅうとく) — acquire — the button under every skill you highlight

Uma Musume Pretty Derby cover art

Uma Musume Pretty Derby

ウマ娘 プリティーダービー

Menus N3 Story N1 125 words scanned

A raising sim of dense Japanese — training events, skills and stories — where the same words repeat until they stick. Menus read around N3; the stories climb to N1 and beyond.

The word that catches people: 因子 (いんし) — factor — the inherited stat/skill genes

N2 menus — kanji-dense interfaces

Menus written in compound kanji with almost no loanwords to fall back on. Playable earlier than the level suggests, because combat carries you and you can guess from icons, but you will be reading rather than skimming.

Which games are best for learning Japanese?

The honest answer is that it depends less on the game than on whether you'll finish it. A game you're excited about at N2 difficulty beats a "good for learners" game you abandon in week two, because volume is what builds a language and only motivation produces volume.

Past that, two things genuinely help. Text that sits still and waits for you, which rules out most fast action games regardless of their vocabulary. And a game you've already played in English, because knowing the story frees your whole attention for the words.

What the measurements are for is the third question: whether the game sits close enough above your level to stretch you rather than drown you. That's the one you can't answer by feel, and it's the one nobody else publishes numbers for.

Why the story is always N1

Game writing reaches for register. Lore is archaic, villains are florid, item descriptions are compressed to fit a box, and invented terms are built out of kanji that no wordlist contains. Our scans count those honestly as beyond JLPT rather than quietly dropping them, which is why the story numbers look forbidding even in games with friendly menus.

This isn't a reason to avoid story-heavy games. It's a reason to stop treating "I can't read the lore yet" as failure. The menus are the part that responds to a few weeks of play. The writing responds to months, and it responds faster once the menus stop taking your attention.

If you want the method rather than the measurements, how to learn Japanese with video games covers picking a game, what to save, and what to do when a translation is wrong.

How the measurements are made

Each game gets a real screen captured during play, not a store screenshot or a promotional shot. Every word on it is matched against the same JLPT wordlist Playto uses in the app, and the result is reported as a distribution rather than a single verdict, so you can see how much of a screen sits at each level.

Kanji compounds that fall outside the JLPT lists are counted as beyond JLPT instead of being dropped, and katakana runs are counted separately because they're largely free if you read English. Both of those choices make the numbers look worse than a generous method would. That's deliberate: a number you can trust to be pessimistic is more useful than one you have to discount.

Sample sizes are printed on each card, because a 35-word evidence file and a 147-word inventory screen aren't the same kind of evidence. More games are added as they're scanned.

Read any of them as you play

Playto reads your game screen in real time, shows what the text means in place, and keeps the words you meet so they turn into review later. There's a free version on Steam.