Operation Backlog Completion 2026
Aug 142023
 

I’ve been looking forward to Master Detective Archive: Rain Code ever since it was announced.

The newest game from the creator of Danganronpa, Rain Code follows a detective named Yuma who travels to a mysterious isolated city where it always rains after making a pact with a death god.

This pact caused him to lose his memories but gain the powers of Shinigami, the death god, who can materialize the aspects of a mystery into a Mystery Labyrinth. By exploring a Mystery Labyrinth and overcoming obstacles with evidence, you can reach the truth of the case.

Some people refer to Rain Code as a visual novel, but I’d say that’s stretching the definition a fair bit. For one thing, Rain Code features full 3D exploration as you walk around the city and investigate the crime scenes.

In between cases, each chapter has a handful of side quests you can take on. These are fairly basic and only require you to talk to people, but their stories are interesting enough that I found them to be an enjoyable diversion from the main plot. (Although I expected some of them to have follow-up quests due to their endings, only for that to never happen.)

You can also find collectibles around the city that allow you to view conversations with the other major characters. These are basically bonding events like in Danganronpa, except instead of seeking a character out to talk to them, you instead find these collectibles to “remember” conversations that are supposed to have happened off-screen. I enjoyed this way of handling it, and the conversations were pretty entertaining.

As for the main story, each chapter features a major mystery for you to investigate. Once you’ve gathered all the clues, the story reaches a point where you enter the Mystery Labyrinth to find the answer.

The idea of a materialized mystery with elements of the case given a physical form to explore is pretty interesting and made me think of Persona 5’s Palaces or Psychonauts’s mental worlds. In practice, however, Mystery Labyrinths are just Danganronpa trials with more running. You’ll be confronted by Mystery Phantoms, representations of people trying to conceal the truth of the case, who will throw statements at you that you have to dodge before attacking a contradictory statement with the correct Solution Key. At other times, you’ll need to answer a question by choosing the correct path to take, or spell out the solution to the current problem. And sometimes you literally just run forward while discussing the mystery.

But despite how much I’ve complained about Danganronpa’s mini-games, they didn’t bother me here. While they have a lot of similarities, it never felt like the action part took precedence over the logic part.

Unfortunately, Mystery Labyrinths can be pretty boring. For me, this comes down to two things. First, you aren’t interacting with the actual people involved in the case. Mystery Phantoms only exist to argue until you present the correct evidence, so it’s a lot less debating a case with other characters like in Danganronpa or Ace Attorney, and more answering questions until you reach the solution.

Click for Rain Code spoilers
And since the most interesting cases in the game are Chapters 4 and 5, in which you do argue with real people instead of just representations, I think that points toward just how much of a difference it makes (even if both chapters have significant strengths beyond just that).

Second, this also means you only rarely learn new information in a Mystery Labyrinth. For the most part, you have all the facts of the case from the moment the Mystery Labyrinth begins, which makes it much easier to figure out the case ahead of time and then need to sit through half a dozen other questions before you can finally reach the part you guessed ages ago. Some of the cases are painfully boring as a result.

However, the final sections of the story make up for it with much stronger emotional highs, important plot revelations, and exciting confrontations. I went from tearing my hair out at how tedious Chapter 3 was to being completely hooked and unable to put the game down for the remaining chapters.

The overall story ends up being pretty interesting, and the game has a pretty likeable main cast. Even characters who felt annoying at the start grew on me over time, and I found myself especially attached to Shinigami (despite her irreverent attitude toward everything, being a death god and all).

I would love to see a sequel to this game, but I hope a hypothetical Rain Code sequel will address its flaws to make the mystery-solving more interesting and engaging. Four DLC episodes are planned, but since the first is reportedly quite short, I’m waiting on reactions to the others before I decide if I want to buy them or not.

So if you’ve had your eye on Master Detective Archive: Rain Code, just know that while it might have some tedious parts to trudge through, the later parts of the game make it worth seeing it through to the end.

Aug 112023
 

A new Corpse Party game has been announced!

Corpse Party II: Darkness Distortion is set for a 2024 release in Japan. Platforms haven’t been given yet.

According to Gematsu, the new game has been described as “an all-new entry and true sequel to the series.”

You might find yourself puzzled by this news, thinking that Corpse Party II already exists. The series’ play order was already confusing, and it looks like it just got a bit more so.

Yes, it seems this is a different game entirely from Corpse Party 2: Dead Patient, which I included on a list of upcoming horror games back in 2018. That one is an episodic game intended to be released in four parts, but only the first chapter and an extra chapter are out.

Meanwhile, Darkness Distortion was first teased 3 years ago in a short video that ran through the timeline of the series before showing the words “Darkness Distortion.”

Now it’s finally been officially announced as a new entry in the Corpse Party series.

In between Corpse Party and Dead Patient are three other games, Book of Shadows, Birthday Bash, and Blood Drive, all of which are canon parts of the series. At least the 2021 remake is the most definitive version of the first Corpse Party, which previously made the series look even more daunting thanks to multiple versions that each had various added content.

Will Dead Patient ever be finished? Who knows? But I’m excited to see a new game announced. I enjoyed the 2021 Corpse Party remake, and I’m looking forward to progressing through the series ahead of Darkness Distortion.

Aug 092023
 

When I got into the Yakuza series and learned of the existence of Ishin, a spin-off set in the samurai era, it jumped to the top of the list of games I most wanted to see localized.

After years of hoping and wondering, its localization was finally announced last year in an exciting State of Play.

Now I’ve finally finished it.

Like a Dragon: Ishin is a remake of the original Ishin with some changes and additions, the most notable one being changing several characters’ appearances to match those of characters from Yakuza games that came out since then.

You see, even though Ishin has its own cast primarily based on historical figures, they all share the likenesses of characters from the mainline series.

For example, you play as Sakamoto Ryoma (who is also Saito Hajime, because Ishin has fun playing around with historical details for the sake of its story), but he looks and sounds like Kiryu.

Ryoma pointing Ace Attorney style during a mochi theft substory

(And let me tell you, I’m not going to be able to play Hakuoki any time soon, because most of the love interests in that game are historical figures who are also in Ishin.)

It was a lot of fun waiting to see whenever a new character was introduced if it would be someone I recognized from the main series. Despite falling back on their main series counterparts from time to time if I forgot someone’s name, I eventually got used to their roles here.

So, was Like a Dragon Ishin as good as I hoped, after anticipating it for so long? I find my feelings on this one to be almost contradictory.

The story in Ishin is interesting enough. I feel like some of its plot points would hit harder if I was more familiar with the historical context. For the first time, I understood the concerns that Ishin wouldn’t resonate as well with an audience that doesn’t know Japanese history. However, while it lacked the real emotional pull that kept me on the edge of my seat in games like Yakuza 0 and Judgment, it was still exciting enough for me to be invested in the story.

Combat is fine, a little difficult to get used to at first because of its different styles. You have a traditional brawler style, but also swordsman style, gunman style, and wild dancer style, in which you wield a sword in one hand and a gun in the other. Despite initially trying to balance my use of them, I ended up using swordsman almost always. And I have to say, even if they gave me trouble at times, sword battles are as cool as I’d hoped.

One change from the original Ishin is that you now get “troopers” to equip, which basically give you special abilities to use on a cooldown. While I didn’t use the trooper system a whole lot, I liked having those extra powers to assist in tricky situations.

I do have a minor combat nitpick, which is that bosses don’t have multiple health bars, so instead you chip away at one big health bar. Even if it’s functionally the same, seeing those health bars disappear makes it feel like I’m doing more damage.

My other criticism of Ishin relates to its substories. Don’t get me wrong, Ishin has some really great, funny substories! However, a significant number of them just introduce you to a new friend, and then the substory ends. The friendship system, meanwhile, has far too many where you need to give the NPC an item, then come back later to give them another item, over and over until their friendship gauge fills up. You can’t give them the items all at once, and there are so many friendships like this that it feels tedious. On the other hand, a lot of the stories surrounding these friendship were amusing and/or heartwarming.

A lot of the usual mini-games return, as well as some new ones. I love the Edo-style remixes of the karaoke songs, which made this my favorite iteration of karaoke. Meanwhile, the courtesan’s mini-games frustrated me to no end, but made up for it by being some of the most hilariously what-the-heck mini-games in the series. Never change, RGG Studio. Please.

Finally, Ishin is yet another in the series that has a sizeable side activity alongside the other content. This time, it’s farming. Yes, you get a little house with a little farm, where you can grow crops, cook meals, and fulfill customer orders by selling your crops/fish/etc. It’s simple, yet addicting, and gives the game a strangely cozy feel despite the main story being bloody and violent.

(You can also adopt cats and dogs and interact with them at your home, which is already enough to make Ishin climb a few ranks.)

And this is where we come to my contradictory feelings about Ishin. Does it have the best story in the series? No. Does it have the best combat? No. Does it have the best substories? No. Does it have the best side content? No. Yet all of these aspects are enjoyable enough, and without any glaring flaws, that Ishin rose above many other games in the series for me and stands among my favorites.

Despite burning out on the amount of tedious activities for completion and being ready to finish the game, part of me didn’t want to leave. I wanted to keep tending my farm and visiting my friends in the city forever. I wish we could return to Kyo like how we always return to Kamurocho, except I know being historical fiction means it can’t be done in the same way.

All the different aspects of Like a Dragon: Ishin came together to make it a game that I really enjoyed, even if it doesn’t excel in any one area.

Now I’ll return to working through the main series and hoping Kenzan gets the same treatment someday.