Operation Backlog Completion 2026
May 102023
 

On Monday, we discussed Parascientific Escape: Cruise in the Distant Seas, and now it’s time to talk about the second game in the trilogy.

Parascientific Escape: Gear Detective is set in the same universe as the first game, but with a new cast of characters. You play a detective named Kyosuke, who is an artificial psychic due to a specially-designed prosthetic arm and eye.

Along with his assistant, he begins investigating a recent serial killing case, using his psychic powers to help.

His ability is “chronokinesis,” which allows him to look up to 5 days into the past and manipulate objects within that time frame. This gives you a limited degree of time travel to use when solving puzzles. For example, if you need to open a locked drawer and have a memo telling you what time the drawer was last open, you can look back at that time when the key is in view and hide it so that it can’t be taken away. More commonly, you can look into the past to see passwords, clues about codes, etc.

While it uses largely the same gameplay systems as its predecessor for the escape room sections (minus the sliding block puzzles), everything is slightly more streamlined. In a peculiar design decision, you can set the difficulty to easy if you want the game to automatically give you the dialogue for tapping on an object when there’s only one option. Why there’s a “difficulty” setting solely to select whether or not you need to manually tap “look” or not, I don’t know.

Now, Gear Detective is much more of a visual novel than its predecessor was. While the first game felt like a series of escape rooms broken up by visual novel storytelling, Gear Detective is the reverse, a visual novel with occasional escape room situations.

In fact, instead of the visual novel sections just providing story beats between puzzles, now there are entire segments where the gameplay is simply visiting different locations to get new dialogue and try different actions through the visual novel interface. It’s never challenging, since at worst you’ll just visit each location until you find one with a new option, but it allows for more optional conversations if you want to take the time for them.

The narrative sections also include dialogue options, as well. These options might look like they’re just for flavor, but there are actually multiple endings this time around.

Once you’ve completed the game, you can see whether your progress in each chapter is marked with a gold star, a pink star, or nothing at all. The result you’ve gotten the majority of determines your ending. You can then replay chapters with the option to skip the “adventure” (visual novel) parts or “investigation” (escape room) parts. Not needing to replay the investigations makes it easy to go back through for the other endings, although the need to repeatedly move between locations to perform different actions starts to feel tedious when you’re doing that.

The story is fine, less humorous than the first game’s yet with a more clearly defined narrative. It still had that odd mix of dark topics and power-of-friendship idealism, but the connections back to the first game left me intrigued about how it will all come together.

Parascientific Escape: Gear Detective might lack the aspects that made Cruise in the Distant Seas unique and feel more like a traditional visual novel / adventure game instead, but it’s a stronger game overall. Will the third game surpass it? Stay tuned, as we’ll conclude our look at this trilogy on Friday!

May 082023
 

During the final days of the 3DS eShop back in March, you might recall me mentioning the Parascientific Escape series as being among my final purchases.

Parascientific Escape is a trilogy of short adventure games released exclusively for the 3DS. Since they appeared to be mysteries, what better time to try them out than during our mystery game month?

Parascientific Escape: Cruise in the Distant Seas is the first game in the series. Set in a world where psychic powers have begun to rise to prominence, you play a young woman named Hitomi who is rare for being the only known double psychic – someone with two psychic powers.

After receiving an anonymous letter asking her to meet with someone on a cruise ship, she boards the ship and goes to the meeting place at the appointed time. However, once she arrives at the room where the letter told her to go, an explosion rocks the ship and the passengers are told to evacuate, while Hitomi finds herself locked in the room. Her situation then takes a turn for the worse when she meets a girl with a bomb strapped to her neck and instructions saying she must find three keycards hidden around the ship in order to deactivate the bomb.

The story is told through visual novel sequences, while the adventure game segments play out like a series of escape rooms. You use the touch screen to examine items in the environment and use items you find in order to solve puzzles.

It can be a little tedious at times. For example, to open a drawer, you’d likely need to tap the drawer, select “look,” read dialogue about the drawer, tap the drawer again, and then select the new option “open.” Fortunately, the array of options is limited enough that it doesn’t get too annoying.

As is common for these kinds of escape room sequences, you’ll need to solve puzzles to proceed, some a simple matter of using the correct item in the correct spot, others with more of a riddle-like approach. But there’s a third type of puzzle that helps this game stand out a bit from the genre, thanks to Hitomi’s powers.

Hitomi’s psychic powers allow her to see through objects and manipulate objects with telekinesis, which comes into play with the puzzles. For example, one puzzle has you look inside a locked drawer and see that there is a hole in the base of the drawer. You then use telekinesis to move the item you need until it falls through the hole. Each puzzle gives you a limited number of times you can use each psychic power, so you need to plan your moves carefully. They’re essentially sliding block puzzles, but they make for a nice change of pace.

Meanwhile, the story is… fine. It has some funny moments, as well as dramatic ones (although the music doesn’t always match the scene, such as upbeat music continuing to play in the background during the bomb revelation), and the overall premise is intriguing. Its tone feels a bit off at times, though, approaching dark concepts through an idealistic perspective where friendship always triumphs.

It’s also not as much of a mystery game as I expected, although trying to learn the antagonist’s identity and motivations are an important part of the plot. It feels like more of a thriller. I suppose it’s as much of a mystery as Zero Escape is, albeit on a smaller scale.

But the characters are likeable enough, with some pretty funny interactions, so that kept me going.

Anyway, Parascientific Escape: Cruise in the Distant Seas is an enjoyable enough game if you like the idea of an escape room style adventure game with psychic powers adding a bit of a twist. Until I played it, I’d thought the Parascientific Escape games were all entirely separate, but Cruise in the Distant Seas leaves loose ends to be resolved in a sequel. Stay tuned, because we’ll be talking about the second game in the trilogy next!

May 052023
 

All the way back in 2014, I played a game called Puzzle Agent.

With so many years before I finally played Puzzle Agent 2, it’s not a big surprise that when I started it up, I realized it was a direct sequel to a game I remembered nothing about.

Fortunately, Puzzle Agent 2 includes a summary of the first game’s story in the form of case notes, so I was able to catch up on what was happening as I returned to the strange town of Scoggins.

You play as Nelson Tethers, an FBI agent in the Puzzle Division. Unsatisfied with the way the Scoggins case was wrapped up, he returns to the puzzle-obsessed town to unofficially continue his investigation into unexplained disappearances, gnome sightings, and other mysteries that arise the deeper he digs into the town’s secrets.

Puzzle Agent 2 is structured a lot like a Professor Layton game. You visit various locations around Scoggins, solve puzzles either presented by other characters or found in the environment, and click around to gather hint coins pieces of gum you can use to gain puzzle hints.

The range of puzzle difficulty is oddly varied. A couple puzzles depend on you having very specific knowledge (like the digits of pi), while others are so easy I thought I must have misunderstood the instructions.

As for the story, I have mixed feelings about it. The atmosphere is great, the dialogue is filled with funny moments, and the mystery is compelling and exciting… except when I reached the end, I realized I still had questions. While the final explanation for the mystery made sense overall, it made some scenes and details feel out of place.

Click for Puzzle Agent 2 spoilers
If the disappearances are because the astronauts in the woods are killing people, what was up with the scene where they caught Tethers, drugged him, and… returned him safely to his room??

Some parts of the story just feel a bit rushed.

With that said, Puzzle Agent 2 was a fun game that took me a bit over 3 hours to beat, so if you’re looking for a bite-sized Layton-esque mystery while we await the next Professor Layton game, it’s worth checking out!