Operation Backlog Completion 2025
Jan 132025
 

Back in July, Idea Factory announced two new otome localizations for 2025 – Battlefield Waltz and Temirana: The Lucky Princess and the Tragic Knights.

Neither had a release window beyond the year, but now Temirana has been delayed to 2026.

That’s a surprisingly long delay, with no reason given.

Now, this has led to several people questioning if it could be a censorship issue. If that feels like an odd conclusion to jump to for an otome game like this, it’s because Idea Factory’s other games have had some trouble with Nintendo’s guidelines lately. The Hyperdimension Neptunia Re;Birth trilogy for the Switch and Death end re;Quest: Code Z both had their western Switch versions cancelled due to seemingly changed content guidelines from Nintendo, and a few other companies have also reported this shift in Nintendo’s policies. So I can understand the concern when Idea Factory delays another Switch game.

Still, it seems highly doubtful that this is the reason behind Temirana’s delay, since it doesn’t look like it would have any content that could cause trouble.

My personal hope is that this delay is because they’ve decided to release another otome game this year first, so they just rearranged the schedule. I hope it’s not that they’ve decided to publish them less frequently. It seems it’s also a fairly long one, so it could just mean they need to take more time for its translation. We shall see.

In the meantime, we’ve still got plenty of otome games to look forward to this year. Even if IFI only releases Battlefield Waltz this year, we’ve also got Genso Manège, Bustafellows 2, DesperaDrops, Mistonia, Uchronia, and several others.

Between that and my backlog, I can’t be too upset over this delay itself. I just hope such a long delay isn’t a negative sign.

Dec 092024
 

It’s that time of year again… the time when showcases start clustering together despite not being part of a shared event.

In addition to the Game Awards on the 12th, there are some indie showcases happening this week as well, and now PQube has announced the first-ever PQube Asia Showcase for December 11.

The showcase will take place at 12 PM PT / 3 PM ET and focus on their 2025 lineup, as well as exclusive announcements.

According to Gematsu, it will include updates on Bustafellows Season 2, Genso Manege, Phantom Breaker: Battle Grounds Ultimate, and Him, the Smile & bloom, along with “no less than five first time announcements.”

I’ve been looking forward to Bustafellows and Genso Manege, and I have a mild interest in Him, the Smile & bloom. Outside of otome games, PQube has also stepped up as the publisher for a lot of niche titles lately, so I’m excited to see what new games they might announce.

(Does my backlog need more announcements? No, but my heart does.)

It’s shaping up to be an exciting week for video game announcements, at least for me. In unrelated news, RGG Studio has announced that there will be “various events” and announcements leading up to the 20th anniversary next December, so I’m excited for that as well.

What events and potential announcements are you looking forward to the most?

Dec 022024
 

Of all the otome games coming out this year, 9 R.I.P. is one I was looking forward to the most due to its spooky, supernatural premise.

I originally intended to play it as one of October’s games, but since it’s on the longer side due to having 9 different routes, that didn’t end up happening.

Instead, I finished it this weekend, so let’s talk about it!

9 R.I.P. follows a young woman named Misa who is stressed about her plans for after high school. Her mother is pressuring her to go into medical school, but that isn’t what she really wants. There’s a legend that says someone with significant worries will be spirited away – and depending on your early choices, Misa will find her path crossing with those of ghosts and spirits in one of four different scenarios.

Similar to Winter’s Wish, which I we discussed last year, 9 R.I.P. has a branching common route that focuses on only a couple love interests before splitting off into the individual routes. I’ve found that I like that format for a game with numerous routes like this. It lets you get to know the characters before starting their routes without requiring a common route lengthy enough to accommodate all of them at once.

While 9 R.I.P. isn’t a horror game, it has levels of spookiness that vary depending on which scenario you’re playing. Well, for three of the common routes, that is. The fourth is a comedy, and that ended up being my favorite.

Despite what seems like a high stakes premise – getting stuck in the world of the dead or being stalked by vengeful ghosts sounds like it should make for an intense game – the whole game actually has a fair amount of focus on slice-of-life situations and individual character dynamics. There are some tense moments, but they aren’t the norm. Even so, I wasn’t expecting one of the common routes to be a wacky comedy instead, nor did I expect that to be exactly what I needed. It was just fun.

(Really, I could have played an entire game just of that scenario and their goofy antics.)

Anyway, an otome with this many routes sometimes suffers from feeling rushed… and unfortunately there were several routes that felt like they progressed too quickly or like they would have benefited from an extra chapter or two to help flesh things out. There were even a couple that had me baffled at how what on paper sounded like a perfect route for me could end up feeling so boring.

Fortunately, they aren’t all like that. There are some excellent routes here as well, and the grumpy spirit Koharu was pretty much worth the price of admission alone as far as I’m concerned.

This being a story about romance between a mortal and ghosts/spirits, a lot of the routes end up feeling bittersweet instead of truly happy. Still, there were enough good feelings there that I’d say it’s still a happier game overall – although one perplexing aspect is that most of the time, the low affection endings are more positive than the high-affection endings. Not always in a subjective way, either. It’s an odd quirk of 9 R.I.P. that I don’t quite understand, although I do have a theory.

Click for vague/general 9 R.I.P. spoilers
My guess is that the high affection endings ended up worse more often than not due to the dangers of being obsessively in love with a ghost or spirit. So without that extreme attraction forming, the characters could resolve things more reasonably and achieve a happier ending.

It’s still weird though, because it flies in the face of how romance games (otome, galge, or anything else) almost always do things. If it was meant as an intentional subversion, they didn’t make that clear.

Overall, while I did finish several routes with mixed feelings and criticisms, I enjoyed my time with 9 R.I.P. and found it to be an entertaining experience. More importantly, I liked the characters enough that if they localize the recently-announced sequel (please), I’ll definitely get it.