Operation Backlog Completion 2025
Oct 182023
 

Two years ago we talked about the remake of the first Corpse Party, and now I finally moved on to the next game in the series.

…Which is not Corpse Party 2 or the upcoming Corpse Party II, but rather Corpse Party: Book of Shadows.

The official description for Book of Shadows calls it a “sequel, prequel, midquel, and alternate universe tale all in one.”

It is split into chapters, and each one has a different focus. In some, the characters are thrown back into the first game’s events through some sort of time loop. Others show a character’s backstory or retell the first game’s events from new perspectives. Finally, if you complete every ending (including the numerous bad endings), you unlock a final chapter called Blood Drive that serves as a genuine sequel and sets up future events. That was the most exciting part, although the other chapters were interesting as well.

Unlike the first game, which was more of a top-down adventure game, Book of Shadows is closer to a visual novel with some adventure game elements. You traverse each area by opening your map and selecting an area to walk to. That area then becomes a screen you can investigate point-and-click style. Unfortunately, if you’re trying to see everything, this becomes much more tedious than the first game’s exploration.

Based on what you interact with and choices you make when prompted, there are a number of endings to get in each chapter. Many parts, especially in the bad endings, are downright brutal. It would already be firmly in the horror genre for its themes and creepy moments, but the gruesome fates described in horrific detail cement its place in the genre.

After you complete each chapter, you unlock messages from the voice actors of the characters prominently featured in that chapter. That was a nice touch, and I looked forward to hearing each actor’s thoughts.

While Book of Shadows feels more like a supplementary game to the original, I enjoyed seeing new details and alternate events, and I was especially intrigued by the final chapter’s setup for a sequel. While the chapter title “Blood Drive” would make me assume Corpse Party: Blood Drive is the next game to play, apparently Corpse Party: Sweet Sachiko’s Hysteric Birthday Bash comes next and is actually important to the story. I’ll have to pick that one up… and who knows, maybe we’ll talk about it next October!

In short, if you enjoyed Corpse Party and want to see more of its characters and world, Corpse Party: Book of Shadows is worth playing despite having some tedious aspects and mostly expanding the story rather than continuing it.

Oct 162023
 

Today’s spooky game to discuss is a short visual novel called Amelie.

A young woman named Amelie lives alone with her friend Lilika in an isolated manor. Now her pen pal, Sofia, is coming for a visit, but things in the manor are not what they seem.

Amelie is a psychological horror yuri visual novel, with more emphasis on the psychological horror than on the yuri. There is some romance between Amelie and Sofia, but it’s secondary compared to the creepy atmosphere and unsettling events that occur.

You play through the story from the perspective of each of the characters in a set order, and each adds a new piece to the puzzle. It’s written in a clever way to ensure that the first route only provides hints that something is wrong, so the second route has some significant (and creepy) reveals just by providing a different perspective.

The downside is that since the story covers the same events each time, there is a fair amount of shared dialogue between the three routes that can’t be skipped. I found myself mashing through those parts to reach the new scenes.

The entire experience is pretty short, only taking me about an hour and a half to complete. This is the sort of story I think could benefit from being longer, with more time spent building up the atmosphere and showing the characters’ lives. As it is, it still does a great job with its atmosphere in what time it has.

Amelie is a nice little slice of spookiness worth checking out if you’re looking for a short, creepy visual novel.

Oct 132023
 

Last month, we talked about the announcement of a Dementium: The Ward remaster for the Nintendo Switch.

At the time, I said that as part of this October’s celebration of spooky games, I might play either that or the 3DS version I already had. Well, I decided to play the 3DS version, Dementium Remastered.

My first thought upon starting up Dementium was, “Oh, this game will benefit from having a right stick to control the camera,” since camera controls were otherwise relegated to either the face buttons or the touchscreen on my old 3DS. Nevertheless, I eventually got used to using the stylus to aim.

You also use the stylus to write notes in your notebook, and that’s one of its best features. I loved actually writing down notes about puzzles, lock combinations, etc. in the notebook, so it’s a shame that mechanic is presumably cut from the new remaster. It’s a small touch, but one that makes the game feel a bit more unique.

Combat in Dementium plays like a first-person shooter, with several weapons you obtain along the way. You can’t hold a flashlight and a weapon at the same time, so a considerable amount of tension is added from needing to quickly switch to a weapon when you see an enemy approaching. I found it beneficial to avoid certain enemies, especially since you can only use healing items right when you find them.

Bosses are especially dangerous. Without being able to bring healing items to a boss fight with you, you really need to stay alert. One boss fight was so frustrating it nearly soured my view on the whole game.

Click for Dementium boss spoilers
I’m talking about the wheelchair boss, of course. I looked up a guide, only to find advice that seemingly didn’t work in the 3DS version, and the only other major piece of advice was to look up the code for obtaining the sniper rifle to get it earlier than you should. I finally beat him by adopting a very aggressive approach of shooting him and chasing after him instead of playing it safe, but it was a very frustrating fight.

Dementium is split into chapters, and the chapters are pretty much separate from one another. At first, I assumed I would be revisiting areas often, but that’s not the case. Backtracking is minimal and mostly occurs within the same chapter. You might see a locked box at the start of a chapter, and then spend the chapter finding what you need in order to unlock it, before moving on to a different area for the next chapter.

The backtracking can be somewhat annoying, though, because the map doesn’t mark blocked hallways. It was common for me to follow what looked like a path back to where I wanted to return to, only to find it blocked and need to take a long way around.

This factors into another flaw – the level design is kind of boring. There are a lot of areas where sections are blocked off so there’s only one way to go, and the small number of puzzles means most rooms are either empty or contain only health and/or ammo. The story is minimal and difficult to follow, too.

While this might sound like I’ve done nothing but complain about Dementium all this time, I actually had a decent time with it. The gameplay wasn’t stellar, but it wasn’t bad, either. And the audio design was great; I often could tell what enemies were in a room with me just from the sounds I heard, and could plan accordingly. That aforementioned frustrating boss also had me using audio cues to determine when I should act.

Dementium is the sort of game I found to be just fine. I’m not jumping up and down to recommend it to people, but I still enjoyed playing it. Maybe someday we’ll take a look at its sequel, Dementium II.