Operation Backlog Completion 2026
Oct 232024
 

We’ve got another short horror game to discuss today, this time Hollow Head: Director’s Cut.

You wake up to a horrible smell in your apartment and decide to take care of the problem, but things quickly start getting weird.

Hollow Head uses graphics reminiscent of the PS1 era and has a fairly simple gameplay setup where you can walk, run, and interact with things.

A few notes and occasional interactions with other characters help to guide you along the way, but for the most part it’s just you, your flashlight, and the thing lurking in the dark as you make your way through the maze-like corridors the apartment building has become.

Yes, it’s the sort of game that makes use of a maze of identical hallways, but fortunately it’s not such a vast area that you can get completely lost like in some games we discussed earlier this month.

It also makes excellent use of its atmosphere – paired with a couple of well-timed jumpscares, the game had me on edge the entire time even when nothing was going on.

The story, on the other hand, is a bit too ambiguous for my tastes. While there are some curious hints, I’d say it’s definitely the sort of game you want to play for the horror gameplay rather than for the story. I’d be hard-pressed to explain what’s actually going on here.

Hollow Head is fairly short and should take under an hour to complete. If you’re in the mood for a short, atmospheric horror game, it’s worth checking out.

Oct 142024
 

For our next spooky game, let’s face off against more yokai – excuse me, Yoki – this time in a survival horror game.

Kwaidan ~Azuma manor story~ is inspired by the classics, complete with fixed camera angles and the option to play with either tank controls or modern controls.

I played the Switch version, although it’s on PS4 and PC as well.

You play a young woman training to be a Hoshoshi, someone who drives off evil spirits. When she and her mentor learn Azuma Manor has been overtaken by Yoki (why they didn’t call them yokai remains a mystery to me), they head in to handle the problem.

Now, Kwaidan has one weird quirk, which is its inclusion of point-and-click adventure controls. For the most part, you run around and fight enemies like you would in any game with 3D exploration, but when you want to interact with something in the environment or your inventory, you have to hover over it with a cursor first instead of just pressing a button. This is unnecessarily awkward, particularly since you need to be right by an object to interact with it anyway.

Your inventory also remains on-screen at all times, and you use the cursor to interact with it as well. While you have a limited inventory, resource management never really comes into play.

Combat in Kwaidan is a bit unusual for the genre. You have three weapons, one to attack right in front of you, one to attack enemies low to the ground, and one to attack enemies in the air. The latter two consume energy, which you can build up again by defeating enemies or defending against attacks. This makes it tilt slightly more toward action, a bit closer to Onimusha than Resident Evil.

Enemies respawn, which I found annoying at first, until I realized it’s almost a necessity because of the small game world. While it has the usual sorts of item-based puzzles I love from this genre, with backtracking requires to unlock doors and solve puzzles once you find the key items, it’s pretty small-scale. If enemies didn’t respawn, you’d soon spend most of your time in safety.

Most of the puzzles are straightforward, although one requires you to run around the manor to to look at spots in a first-person view to work out a code told to you in a document in a completely different location, which felt tedious. I would have preferred to have that information recorded in memos.

But my bigger criticism is that you only have one save slot. As such, if you save yourself into a situation where you really could use more healing items, you’d need to either start over or try repeatedly until you manage to scrape through.

Overall, the occasional frustrations in Kwaidan ~Azuma manor story~ weren’t enough to stop me from enjoying the game. The developer’s next game is about luring devils up a railway to seal them away, which sounds significantly different, but I’ll be interested in seeing what it’s like.

Oct 072024
 

Desolate Roads is a short horror game in which you run out of gas in the middle of nowhere. Now you need to search the desolate roads for something that can help.

It’s structured like a standard survival horror puzzle – down one path you find a chained up gate, down another path you find bolt-cutters that you can’t take yet because they’re stuck in a rusted vise, and so on.

As you explore, you get text messages that slowly shed light on the surrounding events. At other points, fiery phantasms materialize and chase you, with your only recourse being to banish them with the help of the radios in nearby cars.

These are all neat ideas, but unfortunately it ends up feeling tedious instead of scary.

Desolate Roads is a short game that takes under an hour to complete, and there are no save points. You really only need a handful of items, which would make it even shorter, so it makes up for this by having it set in a large area that requires a lot of walking to reach any specific spot. These key areas are easy enough to find, being at the end of clear paths, but they require you to spend a lot of time slowly walking to reach them.

That’s probably intentional to build up the atmosphere, but since enemy encounters are scripted, you spend most of the time without anything happening.

Now, my first playthrough resulted in an early death, because I walked in the opposite direction at the start of the game and simply died. On my second playthrough, I went in the right direction and started paying attention to which items were where and figuring out what I’d need to do. I missed the first item, so nothing happened at all as I explored each path, but once I figured out what I’d missed, I was right on track to complete the rest – except the radio mechanic glitched out, so I had no way to survive the first enemy encounter.

By my third playthrough, I more or less knew exactly what item to use where, but I was so tired of trudging down those same roads with nothing happening that the monsters only filled me with the dread that if I failed, I’d have to do this all over again.

As you can see, my specific experience with the game colored my impressions. If I hadn’t spent so much time on my second playthrough only to run into a glitch and need to start over, I might have enjoyed it more. It does have some neat ideas, and the core gameplay isn’t bad.

But there’s just too much time spent on those desolate roads, and the atmosphere isn’t strong enough to keep the tension high.