Operation Backlog Completion 2025
May 302025
 

I first heard about Little Locked Rooms when I saw the developer mention it as a game inspired by Ace Attorney and similar mystery games.

It came out last year, so I decided to check it out as part of this year’s mystery celebration.

Unlike the other games we’ve discussed this month, Little Locked Rooms is almost wholly focused on mystery-solving, with very little story content.

The premise is that a father builds little dioramas based on crime scenes and challenges his two children to solve the mystery. There’s a little bit of family drama as the characters interact, especially before and after each case, but that’s about it.

For each case, you’re given the basic facts and then get to inspect the dioramas. I was a little disappointed at first that clicking things in the diorama doesn’t lead to dialogue or new clues being added, but that really sets up the type of mystery game Little Locked Rooms is – it’s entirely on you to observe the necessary details and draw conclusions. Whenever you’re ready, you can give your answer.

Of course, you could just make guesses, but you lose points for incorrect answers. At the end of each case, you’re graded based on how many points you got. One nice feature is that if you give an answer that is correct but doesn’t solve anything, it’s considered a partial answer that doesn’t affect your point total.

The cases in Little Locked Rooms are fairly small in scale since they need to be conveyed through a few diorama scenes and a list of clues, but some of them are actually pretty tricky. There were several parts that had me puzzling over just how it could be done.

Two of the cases also have harder variations, where you’re given the same setup as in the original case but with some key details changed.

Little Locked Rooms is a pretty short game, and I wish it had more story beyond occasional sibling arguments. Nevertheless it’s a cute game with some neat mysteries that really make you observe everything carefully if you want to figure out the answers. If the developer makes more mystery games after this, I’ll be interested to see where they go with them.

May 232025
 

I never played the otome game 7’scarlet on the Vita or PC, so when Aksys announced that the Switch version would be coming west, I decided to keep it in mind.

As luck would have it, it released in the middle of May and it’s another mystery, so I decided to play 7’scarlet as part of our mystery game celebration.

7’scarlet is an otome game about a young woman named Ichiko whose brother disappeared after visiting a small town. When her best friend gets an opportunity to go there to meet with a club of supernatural enthusiasts, she goes with him to investigate her brother’s disappearance.

After they arrive, mysterious deaths begin cropping up, which soon leads to the concern that there might be a murderer on the loose. Add in supernatural elements that get more prominent as you play, and it sets up quite an intriguing mystery.

The first thing that stood out to me when I started playing 7’scarlet is how good it looks. While most of its presentation is typical for a visual novel, it has a handful of animated sections near the start that took me by surprise.

Now, the game follows the typical structure where you make choices in the common route to determine whose route you end up on, but it’s a bit more restricted than usual. This is a mystery, and it wants you to experience plot events in a particular order. Only two routes are accessible from the start. Once you complete one of those, you unlock the next route, and so on, so that you slowly learn more pieces of the puzzle.

In terms of romance, it’s… fine. Many of the routes are cute, even if development of the relationships feel a bit rushed and the writers were a bit too attached to the “they actually met years ago as children” trope. A few also have the problem where you have to make favorable choices toward the love interest to get his good ending regardless of common sense.

Click for 7'scarlet spoilers
When Isora went yandere and had Ichiko locked up and isolated, the correct choice being “blindly trust him” is actually kind of hilarious.

When it comes to the mystery, each route gives you certain pieces of information so you don’t have all the answers until the end. Some of the early routes feel frustrating from how little you actually learn, as a result. My favorite route in terms of handling the mystery was Sosuke’s, where it culminated in a confrontation that had the characters (and player) corner the culprit by actually thinking through which character’s actions were contradictory.

By the time I finished the true route, I felt pretty satisfied with the answers I’d gotten. The true route was sadder than I like in a romance game, but just about everything had been wrapped up. All that remained was one last secret route to answer the remaining questions…

…and partway through, I found myself thinking the story made more sense to me before I read it.

Maybe that’s an exaggeration. Maybe. The secret route is shorter than the others, mostly focused on exposition, and completely insane. I finished it asking myself what in the world I’d just played.

Click for major 7'scarlet spoilers
I expected Ichiko’s brother to play some role in the mystery and I considered he might be a revenant… but I didn’t expect him to turn out to be an ancient revenant that grew fond of Ichiko when she was a child and brainwashed her and everyone around her to make them believe he was her brother and then fell in love with her. And even after all that, I still didn’t expect Ichiko to decide she also had romantic feelings for him in the 5 minutes since learning he wasn’t actually her brother. What??? And then he gets set on fire and dies and she loses all her memories of him, so it gets to be tragic as well as insane.

On the other hand, I loved the extended version of Yuzuki’s normal ending that unlocks after the true route. That’s the sort of tragedy I’m here for if it has to be a tragic end.

7’scarlet is a mixed bag for me. I enjoyed several of the love interests, but the romantic development felt rushed. The mystery was interesting, but the plot eventually went off the rails. Overall, I’m happy I played 7’scarlet… but it’s one of those games I can only recommend with the caveat that it has noticeable flaws.

May 142025
 

Tokyo Psychodemic caught my eye when it was first announced, and I ordered a physical Japanese copy for the Switch that came with a promise English would eventually be patched in.

That happened in November, so it joined my lineup of mystery games to review this May.

Although I played the Switch version, Tokyo Psychodemic is available on Steam and PlayStation as well. It’s an adventure game that uses both a 2D visual novel presentation and live action videos as you try to solve its cases.

Set in the aftermath of a viral epidemic that led to a lockdown, it follows two detectives trying to solve strange cases while searching for clues about a cult of psychics.

Tokyo Psychodemic begins with a message to the player that all of its cases can be solved with real-world science, which holds true for most of the game until the main plot actually comes into focus near the end, because the main plot is legitimately about people who developed psychic powers due to a cult’s unethical experiments. I’m not sure why they included the disclaimer, unless it’s meant to make sure players know they should be looking for realistic explanations for the cases.

This is a game that at once feels complicated and yet simple. You have a bunch of tools at your disposal – an image analysis machine that lets you compare videos and images, an audio analysis machine, documents to examine and find key words, and a computer where you can contact members of your secret network to ask for information and new data – and it can seem overwhelming. At the same time, it’s often a very guided experience that tells you exactly what you should analyze and what tools to use, with only a handful of times when you’re left on your own to figure out where to look for the information you need.

The result is a combination that might turn some players away, but I enjoyed it. It feels like you’re actually putting in real detective work to solve the case, without being so obtuse that it’s frustrating. For example, in one case you need to watch security camera footage (which is live action), scan the faces of passersby to see if they match the victim, and send that information to your contact to track the victim’s path across the city.

(Although there is one point where you need to figure out a password by recognizing a Japanese melody… if there’s a way to identify the melody in the game, I missed it.)

Most of your time will be spent on this sort of analysis, moving from one screen to another and searching for clues. When you aren’t locked in to a particular activity, you can move around the tiny area that serves as your base to feed your cat or go outside. Going outside at these points gives you a series of optional visual novel scenes that help to flesh out the characters and their relationships a bit.

Unfortunately, it’s not quite enough. The visual novel scenes are nice, but there weren’t enough of them for me to get attached to the characters or especially invested in the plot. The player character might as well not even exist; Tomona (the girl in the cover art pictured above) feels more like the protagonist in most scenes. And until near the end, the main story takes a backseat to the mystery solving.

But solving the cases is interesting, and I enjoyed its approach to analyzing evidence for clues. Tokyo Psychodemic ends on a sequel hook, and although it wasn’t an amazing storytelling experience, I’d be interested in trying the sequel if and when it’s made.