Operation Backlog Completion 2026
May 152023
 

Mystery games with animals in the lead roles seem oddly popular, with Aviary Attorney being one of the most notable ones we’ve discussed in the past.

And another such game is Chicken Police – Paint it RED, an adventure game styled after classic film noir detective stories in which you play Sonny, a once-famous detective now on forced leave who reunites with his estranged partner to solve one last case.

It is set in a world of anthropomorphic animals, but unlike the more stylized approach of games like Aviary Attorney, the character designs in Chicken Police are photorealistic humans with animal heads. The effect is uncanny and somewhere between terrifying and hilarious.

But… the more I played, the more I got used to them. By the time I reached the end of the game, the designs felt almost normal.

You see, Chicken Police handles its world in such a way that I could immerse myself in it and believe the setting despite its bizarre presentation. When I saw the character models and heard the film noir narration (with the main character delivering an impressive Humphrey Bogart impression), I expected it to be a parody.

But while it definitely has humor and funny nods to the genre, Chicken Police plays its premise straight. It is a gritty detective story, and since it takes itself seriously, I can look past the fact that I’m playing as a human-shaped chicken in a trench coat and start seeing who he is as a character. It’s a dark story at times that deals with mature themes, although the undercurrent of humor keeps it from getting too bleak.

The adventure game elements in Chicken Police are light, with only a handful of puzzles. Most of your time will be spent visiting locations and talking to characters.

During key conversations, you’ll be able to question a character in a special sequence where you must choose the right questions to ask to either increase or decrease the character’s opinion of you while trying to avoid being steered off-topic. At the end of these segments, you’re graded based on how well you did, with the option to retry if you want a better score. There are a handful of mini-games segments, as well.

In between required story scenes, other areas open up for you to visit for optional conversations. There is a ton of optional dialogue and worldbuilding details in this game. If you’re like me, the sort of player who likes to inspect everything and exhaust every conversation option, you’ll be rewarded with nearly every visit and revisit to a location having new conversations both for talking to characters and inspecting items in the background. Everything is fully voiced, too.

All of this results a world built up beyond the details that pertain to the main plot, which is part of what helps it stand out. The case in Chicken Police – Paint it RED is wrapped up by the end, but it leaves open the possibility of further Chicken Police stories to come… and that’s something I’d definitely like to see.

May 122023
 

After talking about Cruise in the Distant Seas on Monday and Gear Detective on Wednesday, it’s now time to conclude our look at the Parascientific Escape trilogy with the final entry.

While the first two games were largely separate despite a few connections, Parascientific Escape: Crossing at the Farthest Horizon brings them together and serves a sequel to both.

Hitomi travels to the country of Witsarock in response to a letter from “the Ghost,” while Kyosuke visits Witsarock to meet a man who has information for him, only to find he’s been murdered.

The story alternates between the two characters, as well as other characters, in order to tell a bigger story than that of its predecessors. With both protagonists coming together and the antagonist’s plot being brought into the light at last, it has the potential to be the best in the series.

Unfortunately, it isn’t.

Crossing at the Farthest Horizon plays nearly identically to Gear Detective. With both Hitomi and Kyosuke as protagonists, I’d hoped both their psychic powers would come into play (perhaps even others, when I saw other characters getting viewpoint sections), but the handful of escape room sections only let you play as Kyosuke.

Some of the puzzles feel less intuitive, and the hint system isn’t as helpful as in Gear Detective. Worse, at one point the memo used to record puzzle details simply left off the final line of a puzzle by mistake, which had me stuck for quite a while.

It also has far more typos than either of the previous two games, not enough to be a big problem, but enough to be noticeable.

Playing this third game also made me understand why I criticize these stories’ idealistic approaches to their problems. After all, I normally eat up stories about redemption and the power of friendship. In the Parascientific Escape series, however, developments occur so quickly that it doesn’t feel natural. It’s hard to buy a character desperate to save a murderer she considers a friend when they’ve only known each other for a few hours. It’s difficult to be emotionally invested in a villain’s redemption when you’ve only seen them on-screen a handful of times.

Click for Parascientific Escape spoilers
This goes double for anything involving romance. How did Yukiya end up interested in Ritsu? I know they met briefly in Gear Detective, but Crossing at the Farthest Horizon has him wanting to ask her out, and it felt like it came out of nowhere.

Unrelated to that, Iori also felt like an unnecessary addition, when keeping Ritsu as the main antagonist could have allowed her to be more fleshed out.

Parascientific Escape: Crossing at the Farthest Horizon has some exciting moments and some interesting puzzles, and it’s nice to see the first two games’ stories brought to a resolution. If you were hoping for it to build upon its predecessors and be the best of the three, however, you might be disappointed.

The mystery unfortunately takes a backseat once again, as well. We’ve now covered all three entries as part of our mystery game celebration, but the second is the only one I’d really call a mystery.

But don’t worry! We’re not even halfway through the month yet, so stay tuned for next week as we discuss even more mystery games!

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!