Operation Backlog Completion 2026
Jun 012026
 

It’s been over 4 years since we talked about the demo for Nine Sols, the most recent game from Red Candle Games.

It came out in 2024, and since I backed the crowd-funding campaign, I got a copy at launch.

But since my backlog is large and terrifying, I put it off and put it off (aside from briefly starting it)… until this year I finally started it properly and played it through to completion.

And you know what? It’s a hard game.

Nine Sols is a 2D action platformer. I’m not sure if it strictly meets the definitely of being a Metroidvania, but it’s definitely got some of those elements as well. There’s a lot of exploration, with upgrades to find and items to return for later.

Combat, meanwhile, has a strong emphasis on parrying. You will learn how to parry. Especially for bosses, learning the timing to parry each attack and then countering with a talisman attack often became the core of the fight. And it’s quite a challenge; I quickly got used to dying over and over.

(Nine Sols uses the Souls-like system where you lose your exp and money upon death and need to retrieve it from the spot where you died or the enemy that killed you, but fortunately, once you’ve gained enough exp to earn a skill point, the point stays even if you haven’t spent it yet.)

The gameplay is fun and challenging, and just like I noticed from the demo, there’s a good amount of story here, too. Early in the game, you reach a hub area, and a few different characters join the hub as you progress. Different conversations with these characters unlock as you give them gifts, and I loved returning whenever I had a new item to give someone (especially Shuanshuan, whose interactions with the main character are adorable).

There are a lot of bittersweet moments in the story, but also many heartfelt ones. The ending even made me tear up. I’ll probably be thinking about these characters for quite a while.

My one criticism is that I wish it was just a little shorter, since right about the point where I felt it had been a good length for this sort of game, I realized I still had a few more areas left to go. Still, that’s a minor complaint.

Overall, I’m happy I backed Nine Sols, and I’m happy I finally played it. I’ll be looking forward to whatever Red Candle Games makes next!

Apr 082026
 

I backed the Kickstarter campaign for the English localization of Volontés, which we discussed near the end of the campaign.

I actually thought I might play it as my Valentine’s Day game… until I learned that even backers needed to wait until March 26 to get the English translation, despite already having our copies of the game.

So when the translation came, I decided to give it a try and see how this dark fantasy otome is.

You play as a young woman named Fiena, who is adopted into a family in a small village and lives more or less peacefully there until knights suddenly slaughter everyone. She manages to escape and is taken to a magical, isolated kingdom, where she’s declared to be a divine messenger known as the Moon Witch.

To start with, I just want to say that Volontés has beautiful art and music. It’s really a gorgeous game.

Now, getting into the story, your choices in the common route determine whose route you end up on. There are four total routes, with two being unlocked at the start and two more being unlocked as you progress. Each deals with different plot events and revelations, but they all feel cohesive and make sense together, with details in some routes aligning nicely with things you learn in others.

I enjoyed the story in each route, but the romance sometimes felt rushed. Ismail’s route had the best romantic pacing, in my opinion, followed by Mel’s. Both Emmanuel and Olivier’s routes suffered from the romance feeling like it came out of nowhere.

(It’s especially a shame because I love kuudere characters, so Emmanuel seeming coldhearted and ruthless until you get to know him has all the makings of a route I’d enjoy… but it was one of the weakest because of the lack of natural romantic progression.)

Volontés is a pretty short game, so I wish they had slowed down the routes with an additional chapter or two in each to build up the relationships better. I also wish the choices had a little more substance to them, as many of the options feel basically the same aside from whether they raise affection or not.

Choices during the routes determine which ending you get for that route: the good ending, the bad ending, or the “plunder” ending.

The “plunder” endings are similar to what Mistonia did with its “astray” endings – Fiena becomes involved with a different character instead of the one whose route it is, usually the villain of the route. I enjoyed it in Mistonia, and I enjoyed how it worked here, too.

Click for Volontés spoilers
Why doesn’t Ismail have a plunder ending, though? Since Emmanuel’s route had an Olivier ending, Ismail’s had a Melodie ending, and Melodie’s had an Emmanuel ending, I assumed Olivier’s route would have an Ismail plunder ending…

…although what did happen in that plunder ending was so wild I can’t complain too much.

It might be because Ismail never plays a villainous role, but it could have been a more bittersweet ending instead. Olivier’s route having an additional ending for Nil just left me even more puzzled as to why Ismail didn’t get one.

Anyway, I enjoyed playing Volontés despite my gripes about the romantic progression, although I should mention again that it’s short. It took me 8 hours to get every ending, so even if we assume I went through it twice as fast as the average like I do sometimes, that’s still short for a full-fledged otome game. Just keep that in mind.

So if the game sounds interesting and you don’t mind the short runtime, Volontés is available now digitally, with a physical import also available.

Oct 292025
 

It’s been a long, long time since we first talked about Asylum.

I first mentioned Asylum back in 2013 in my review of Scratches, the previous game from the same developer.

Asylum was the first game I ever backed on Kickstarter, and after a twelve-year wait, it finally came out earlier this year. And as we approached the end of October, it suddenly occurred to me that I should play it for spooky month!

Set in the crumbling Hanwell Mental Institute, you play a man searching the asylum for answers so he can find out the meaning of his hallucinations by learning what happened to him when he was at the asylum years earlier. It has a haunting, ominous atmosphere as you make your way through the almost-abandoned halls.

It is a point-and-click adventure game, and that actually took me by surprise; even though I knew it was an adventure game, I expected to walk around in 3D.

But no! Just like Scratches, you’ll use the point-and-click interface for everything, including walking around a room. While having only a few set areas in each room you can walk to makes exploration take a little getting used to, I adjusted to it in time and found its gameplay approach almost nostalgic. As you explore, you’ll find documents to read, occasional puzzles to solve, and a handful of characters to talk to.

There are a few oddities. For example, I can’t help but wonder why interacting with the projector had a cutscene for getting out and putting away each film reel when most interactions just had item disappear and reappear as needed.

Nevertheless, it takes a little under 10 hours to complete, and I found it to be a satisfying experience. Although I enjoyed Scratches more due to the way its sense of horror and dread slowly builds up, Asylum still has a great sense of atmosphere, and I felt I really knew the location by the end. The ending seems controversial, and I did find it puzzling at first, but the more I think about it, the more content I am with it.

Now, having waited 12 years for it, I have to admit I had built it up to be bigger and grander in my mind, when it really feels more like… another game in line with Scratches.

But when I think back to how I felt when I played Scratches and what I’d have wanted from another game in that style, I’m happy with what I got in Asylum. It was a good choice to play this October.