Operation Backlog Completion 2026
Jan 192026
 

I’d been following news about the indie game Detective Instinct: Farewell, My Beloved for quite a while ahead of its launch, because it looks like my sort of game.

It came out near the end of November for PC and Switch, and when it recently went on sale, I decided to check it out.

You play as a young man on a college trip with your classmate and professor. On the train ride home, your classmate encounters a mysterious woman who soon vanishes without a trace – and everyone else on board claims she was never there. Disturbed by the incident, she comes to you, and the two of you team up to find the truth.

Now, I’m pretty sure Detective Instinct first came to my attention because of Ace Attorney, but it’s much closer in style to the Famicom Detective Club games. You have a menu from which you pick your actions, like talking to characters, inspecting things in the background, etc.

The first thing that stood out to me when I started playing was how high-quality it is. The character sprites especially, with their little animations as they talk, make it feel very polished.

It’s fairly straightforward, and I’d say it’s better to view it as less of an adventure game and more of a visual novel that occasionally quizzes you. There are a few moments when you need to decide what to do or solve a puzzle, but the majority of the game is spend simply talking to people to advance the story.

I found the story to be enjoyable, with enough little twists in the mystery to keep me wondering until near the end. There are also some nice funny moments, including a few optional ones, that had me smiling.

Overall, playing Detective Instinct left me with one thing: the hope that the developer will make a sequel, maybe with more involved detective gameplay this time around.

Either way, if you enjoy mysteries and the Famicom Detective Club style of gameplay, Detective Instinct: Farewell, My Beloved is worth checking out!

Jan 122026
 

Near the end of 2024, PQube announced that they’d be publishing Iwakura Aria, a visual novel that caught my attention for how hauntingly beautiful it looked.

(And because the trailer had House in Fata Morgana vibes.)

Anyway, Iwakura Aria came out last year, and I eventually picked it up and played it as my first game of 2026.

Set in 1966 Japan, it follows a girl named Ichiko who gets a job as a maid working at the strange Iwakura mansion, where she’s quickly enchanted by the owner’s beautiful daughter, Aria. The story focuses on two main things: the blossoming romance between Ichiko and Aria, and the mysterious hints of disturbing secrets in the mansion.

It’s a visual novel, with choices that sometimes lead to different endings, but this is handled in a straightforward way. Choices either keep you on the main path or lead immediately to an early ending.

There’s also a slight gameplay element in that as Ichiko does her work as a maid, you can choose different rooms to visit for short scenes. Some are required, but the optional ones are worth checking for extra dialogue and sometimes hints about the story. I always visited each room twice to make sure I’d seen everything.

One thing that stands out the most to me about Iwakura Aria is the art. It’s beautiful. Only a handful of characters have sprites, and I wish there were more CGs, but it also sometimes uses black-and-white panels to present scenes, which I really liked the style of. Ichiko is also an artist and sometimes sketches things she sees, which I just wish they had done more with. My only real criticism of the visual presentation is that the font is tiny. That took a little getting used to.

The story gets fairly dark at times, although it also has a lot of lighthearted moments. The romance never completely convinced me, but the characters are likeable and I cared enough about them to root for their happiness in face of the increasingly dark events of the game.

It took me about 12 hours to beat, and I wish it had been longer, because I think some aspects of the story could have benefited from being fleshed out more and given greater attention. A handful of side stories unlocked as you play wrap up the remaining loose ends, but they’re so short they barely feel even like short stories, only a few paragraphs each, and they imply a final dark twist that I’m baffled was hidden away in side stories like this.

Click for major Iwakura Aria spoilers
To be clear, this is a romance. The true ending has Ichiko and Aria happy together and safe at last.

………and then the side stories strongly imply Aria is Ichiko’s mother and neither of them knew.

(I’ve seen plenty of visual novel routes that appear to be incest until the characters turn out not to be related, but this might be the first time I’ve seen one do it the other way around.)

I can’t even be too upset about it, because the audacity has me laughing. Why would you write a twist like that and only imply it through the side stories? It’s a bizarre twist to include in the first place, and hiding it away makes it even weirder. It almost feels like it was meant as a last-minute sucker punch so the game wouldn’t have a fully happy ending.

So that left me with mixed feelings on the ending and just generally asking, “But why?”

Bizarre though that was, I did enjoy the story after all.

Since I brought it up earlier, I’ll finish by returning to the comparisons between Iwakura Aria and The House in Fata Morgana. Overall, they are two very different visual novels. There were definitely a few moments and themes that made me think they must have been inspired by Fata Morgana (including one big similarity, but even that is fundamentally different), but for the most part the tone and approach are quite distinct. While they have some parallels, I wouldn’t go into it trying to make any 1:1 comparisons.

Overall, I’m happy I played Iwakura Aria. It’s a beautiful visual novel, and despite some strange decisions with the story, I enjoyed my time with it.

Jan 092026
 

As the end of 2025 approached, I looked for a short game I might finish up before the end of the year and pulled Loopers out of my backlog.

Loopers is a short visual novel about a young man who loves treasure-hunting and finds himself caught in a time loop, where the same day repeats for the people caught in the loop over and over again.

It was written by Ryukishi07, but it’s not horror – although the beginning had me wondering if I’d been misinformed and it was at least a spooky story after all.

But it isn’t long before the spooky elements fade into something that’s surprisingly upbeat. For a story about people trapped in a time loop, it has a surprising focus just on good feelings and learning to love life. It’s very positive and almost cozy, with some romantic elements as well.

The treasure hunting aspect is also fun, if a little silly in how the main character’s love of it reinvigorates the entire group.

It’s a kinetic novel, so there are no choices to make, and it took me under 4 hours to finish.

Overall, my final feelings on Loopers were that it’s… fine. Pleasant. It isn’t the sort of story that will stand out to me for years to come, but it was nice enough to spend a few hours with.