Operation Backlog Completion 2026
Oct 142024
 

For our next spooky game, let’s face off against more yokai – excuse me, Yoki – this time in a survival horror game.

Kwaidan ~Azuma manor story~ is inspired by the classics, complete with fixed camera angles and the option to play with either tank controls or modern controls.

I played the Switch version, although it’s on PS4 and PC as well.

You play a young woman training to be a Hoshoshi, someone who drives off evil spirits. When she and her mentor learn Azuma Manor has been overtaken by Yoki (why they didn’t call them yokai remains a mystery to me), they head in to handle the problem.

Now, Kwaidan has one weird quirk, which is its inclusion of point-and-click adventure controls. For the most part, you run around and fight enemies like you would in any game with 3D exploration, but when you want to interact with something in the environment or your inventory, you have to hover over it with a cursor first instead of just pressing a button. This is unnecessarily awkward, particularly since you need to be right by an object to interact with it anyway.

Your inventory also remains on-screen at all times, and you use the cursor to interact with it as well. While you have a limited inventory, resource management never really comes into play.

Combat in Kwaidan is a bit unusual for the genre. You have three weapons, one to attack right in front of you, one to attack enemies low to the ground, and one to attack enemies in the air. The latter two consume energy, which you can build up again by defeating enemies or defending against attacks. This makes it tilt slightly more toward action, a bit closer to Onimusha than Resident Evil.

Enemies respawn, which I found annoying at first, until I realized it’s almost a necessity because of the small game world. While it has the usual sorts of item-based puzzles I love from this genre, with backtracking requires to unlock doors and solve puzzles once you find the key items, it’s pretty small-scale. If enemies didn’t respawn, you’d soon spend most of your time in safety.

Most of the puzzles are straightforward, although one requires you to run around the manor to to look at spots in a first-person view to work out a code told to you in a document in a completely different location, which felt tedious. I would have preferred to have that information recorded in memos.

But my bigger criticism is that you only have one save slot. As such, if you save yourself into a situation where you really could use more healing items, you’d need to either start over or try repeatedly until you manage to scrape through.

Overall, the occasional frustrations in Kwaidan ~Azuma manor story~ weren’t enough to stop me from enjoying the game. The developer’s next game is about luring devils up a railway to seal them away, which sounds significantly different, but I’ll be interested in seeing what it’s like.

Oct 112024
 

Now for something completely different, let’s talk about 99 Spirits.

I’ve had this one in my backlog for a long time, probably since around the time of my yokai craze, and I decided the emphasis on spirits and demons made it a good choice to finally play this October.

And what an unusual experience it was.

99 Spirits is part JRPG, part… vocabulary game?

You play a young woman who wields a sacred sword in order to defeat Tsukumogami, inanimate objects that have become yokai or spirits. It has a simple presentation, with a grid-like screen used to explore the hub city and dungeons. Markers on the green indicate shops, conversations, items to pick up, etc., and enemies are marked as well. When you come into contact with an enemy, a battle begins.

Combat controls are fairly simple. On your turn, you choose whether to attack or defend. However, when the enemy attacks, you have a brief window in which you can press the defend button to shield yourself and counterattack. The result is a system that feels a step more active than turn-based combat.

But Tsukumogami can’t be defeated unless you know their true forms, and that’s where the twist to combat comes in. As you attack, you build a gauge that lets you use a special skill to gain clues about the spirit’s identity. Defending, meanwhile, builds a gauge that lets you call out its name – by typing the name of the object it used to be.

For example, you might give you the clues “OO” and “eating.” Using the gauge again might get you “S” and “food.” Then you use the other skill, type in “spoon,” and the spirit takes on its spoon form and can be fought normally.

It’s such a strange combination of ideas… and I love it.

Throughout the game, you can buy or find spirit indexes, which give you a list of Tsukumogami. That simplifies things, since instead of wracking your brain to figure out what word fits the description, there’s a chance you have it on the list. (The spirit index also lets you click the name instead of typing it every time.)

As you progress, you’ll unlock new skills for your sword. Did I mention this game is also partly a monster collecting RPG?

Once you unlock the third skill, you can capture Tsukumogami while fighting them in order to use special skills. These are both field skills, such as using a weapon-type Tsukumogami to cut down a tree blocking you from a bonus area, and combat skills that serve as special abilities in battle.

I would not say the story is especially in-depth, but it’s a fine story about fighting yokai with some cute/funny character interactions alongside more serious moments. It’s not especially spooky despite its subject matter, so we’ll mark this down as one of the more lighthearted games for this year’s celebration.

Overall, it’s a unique blend of ideas that ends up being a lot of fun. My only real criticism is that it’s buggy – the game crashed enough times that I started saving after every few battles, just in case.

There are some secrets I didn’t get on my playthrough, including an alternate ending, but I don’t think I’ll go back through it to try to get everything. I probably won’t get the DLC, either. Nevertheless, I’m happy I finally got around to playing 99 Spirits.

(On a side note, email subscriptions have halted again, so here’s hoping I find a lasting solution.)

Oct 092024
 

The next spooky game I decided to play is a short horror game called Marginalia, and after my mixed feelings about Monday’s game you can imagine my horror when the game began by a parked car on a desolate road.

But despite that immediate sense of similarity, it doesn’t have much in common with Desolate Roads at all.

Marginalia is walking sim in its purest form. Although I’ve tagged it as an adventure game here, there are no puzzles or items you need to interact with, nothing but walking in search of the next landmark. Moreover, the story is narrated to you, which makes it feel more like a short story using a game format to build atmosphere.

Fortunately, the story is interesting enough that it works. It’s nothing groundbreaking, but it has enough of a hook – a man vanishing in search of a mysterious place called Kestlebrook, and the narrator’s search for him while learning about Kestlebrook from his notes – that I wanted to continue on to hear each new part.

Unfortunately, the world is too big for this sort of experience to feel rewarding. Everything more or less looks the same, so if you get off track, it’s difficult to orient yourself. The major landmarks are lampposts that you can see from a distance, but once you reach one, it can be a while before you see the next – enough that if you get going in the wrong direction by mistake, you could be wandering for a long time.

(It happened to me. I missed the direction I was supposed to head in and walked for about ten minutes with nothing happening before I decided to restart. This is another one of those games with no saves.)

There are also secret landmarks that add an additional layer to the story, but the nature of the map makes exploration feel so unrewarding that I didn’t feel it was worth seeking them out, as much as I would have wanted to.

Marginalia is a short game that takes under an hour to complete, and even if there isn’t much interaction, it’s a nice little horror story that I enjoyed. However, a smaller game world with clearer landmarks would have gone a long way toward making it a more enjoyable experience.