Operation Backlog Completion 2026
Oct 112021
 

During the eShop sale, I picked up Sense: A Cyberpunk Ghost Story, a game which caught my eye back when it was announced and then again when it ran into controversy for no reason that actually make sense.

(I got it for the Switch, but it’s available for other platforms too.)

Although it’s side-scrolling, it’s a survival horror game inspired by the classics, with Fatal Frame being the easiest comparison.

You play a woman named Mei who finds herself trapped in an abandoned apartment building haunted by restless spirits. As you search for a way out, you’ll need to put these spirits to rest through rituals, while finding notes that reveal details about their lives and the tragedy that took place there.

I appreciate that Sense uses inventory-based puzzles for its progression like classic survival horror, but it’s made unfortunately tedious because you often can’t pick up an item until you know you need it.

Instead of finding a key item to backtrack and unlock an area you previously couldn’t access, you’ll find an item you can’t pick up, then eventually find an area you can’t access, backtrack to get the item, and then return to unlock the area. It’s a small difference, but one that makes the experience more tedious. Fortunately, it stops being as common later in the game.

The puzzles themselves are good, aside from one that has its clue in a seemingly-unrelated note that I never would have associated with it if I hadn’t looked it up. A handful of areas also have instant-death situations if you do the wrong thing, which can be frustrating.

Enemies will kill you pretty easily, except that you find bangles that protect you from supernatural power. You can only carry a couple at a time, but having one means an enemy attack will shatter it instead of killing you.

It’s a good system that adds a lot of tension without feeling unfair. After a certain point, the game also introduces combat… but it’s really not designed for combat. Combat comes down to interact with an enemy to either stun it or swing your weapon in a rather awkward-feeling system, and it’s infrequent enough that the game probably would have been better off without it.

Saves are limited through use of tapes you can play at TVs. However, your first playthrough also gives you a quick save option and auto-saves. Subsequent playthroughs remove those to restrict you to the limited manual saves. There are some secrets and bonuses only found on later playthroughs, as well.

One more thing I probably should mention is the setting. As the name suggests, this game takes place in a cyberpunk future. However, that doesn’t matter as much as you might expect. I enjoyed exploring the apartments and learning more about the story, but the cyberpunk setting affected very little. Come for the ghosts, not for the cyberpunk.

Despite its flaws, Sense: A Cyberpunk Ghost Story is a solid take on the survival horror formula. As soon as I finished, I found myself hoping the developers would continue with the genre.

And what do you know? They actually already announced SENSE/s, an anthology series of shorter horror games, with the first one being a 3D survival horror game called SENSE/s: Midnight, due out this year. I’ll be keeping my eye on that for sure!

Oct 082021
 

One of the visual novels I wanted to cover this October was Chaos;Child, after I heard it involves psychological horror. To be safe, I looked it up to double check that it’s fine to play Chaos;Child without playing the earlier, unlocalized Chaos;Head.

The general consensus was that you can, but it’s definitely not recommended.

So, yes. I bought a Japanese copy of Chaos;Head and used the fan translation in order to read it.

And… I’m glad I did!

Chaos;Head is a dark visual novel, much darker than Steins;Gate despite them belonging to the same series. The first few chapters in particular filled me with a great sense of paranoia and dread, and it has some of the most gruesome murders I’ve seen in any game.

The story follows a loner otaku named Takumi, who avoids people as much as possible, frequently suffers from delusions, and has felt an unknown gaze watching him ever since he was a child.

Now a twisted serial murder case has everyone’s attention in Shibuya, and Takumi finds himself caught up in it when an image showing the crime scene is sent to him a day before it happens.

I didn’t mind Takumi as a protagonist as much as some people do. While he’s certainly not the most noble character, I sympathized with his paranoia and extreme social anxiety.

Some of his delusions can be triggered by the player, when green and red indicators appear at the top of the screen at certain points in the story. Clicking the green one usually causes a positive or sexual delusion. Clicking the red one usually causes a horrific or cynical delusion. The line blurs a little as the game goes on, and there’s also the option of not clicking either delusion.

What I find even more interesting is its use of paranoia, though. Takumi is paranoid, there’s no doubt about it. Yet Chaos;Head piles up so many unsettling mysteries that the player becomes paranoid too.

There were points when I could clearly dismiss Takumi’s reactions as paranoia, but that just meant I felt I couldn’t necessarily trust him to be a reliable narrator any more than I could trust what other characters were saying. It does an excellent job of making the player mistrust everything and everyone.

Chaos;Head is a dark, fascinating story. The ending left me with several questions and a few apparent plot holes, but it sounds a lot is fixed by the updated re-released Chaos;Head Noah, which unfortunately doesn’t have a translation yet. I’m happy I read it, not just to improve my experience with Chaos;Child (and apparently Robotics;Notes also benefits from having read Chaos;Head), but because it’s a great visual novel in its own right.

Since Chaos;Head Noah is said to be a huge improvement, I look forward to the day when I can read that… although I can’t help but hope it will get an official translation someday.

Oct 062021
 

I first heard about the Silver Fall series when Silver Falls – 3 Down Stars was announced for the 3DS.

It looked fairly ambitious, and there weren’t a lot of 3DS games still being made. However, it was exclusive to the New Nintendo 3DS, so me and my original 3DS were out of luck.

So I was intrigued when I learned a new entry in the series was being made for the Switch, called Silver Falls Episode Prelude. I ended up winning it in a contest, so I decided to play it this October.

You play a deliveryman making a late-night delivery to a house that seems eerily abandoned, with notes that suggest something sinister has occurred. Episode Prelude is short, with its story mode taking under an hour to complete. Unfortunately, it’s also a little tedious.

The start of the game has the puzzle-solving elements of survival horror that I love. The house is locked and no one is answering, so you need to find a way inside by finding items to help you access other items, and so on.

However, this part of the game takes place in a wide open space with no threat, so it comes down to scouring the environment (first in the dark, then mercifully with a flashlight) for anything you can interact with. There is eventually a threat, although not as much of one as I expected for the number of items I was picking up.

The storyline in Episode Prelude is unclear, maybe because it’s a prelude. Aside from the ill-fated delivery, you spend some time talking to your boss, who is depressed about a vaguely-referenced incident, and later on you’re searching for him after a sudden transition.

I couldn’t shake the feeling that if I’d played the previous Silver Falls games, these characters and events might mean more to me.

What Silver Falls does do well is its atmosphere. Reading the notes in the first area to get a glimpse of the sinister events that unfolded there was one of the most interesting parts of the game, and there was a great moment later on where I looked up to see eerie green lights in the sky.

There’s also a battle mode, unlocked after you complete the story, which lets you fight waves of enemies. That might be a greater draw for some players.

Overall, Silver Falls Episode Prelude just wasn’t for me. It has some nice ideas, but it mainly just left me wondering if I’d enjoy the original game more.