Operation Backlog Completion 2026
Nov 072025
 

Idea Factory is teasing a new otome game announcement… and it might be the Birushana fandisc after all this time?!

Two days ago, Idea Factory International tweeted a short video along with the caption “Soon…” and an emoji of a leaf blowing on the wind, as well as otome tags.

It was clear they were teasing an otome game announcement, and the video suggested a Japanese setting, so all of us who have been waiting for the Birushana fandisc to be localized got hopeful again, even knowing there are other games they could be teasing instead.

Today, they followed up with another tweet, this time with a longer message: “Down the path you go, the winds guiding you. See you on 11/12”

Not only does this let us know when we’ll get this announcement (November 12), but it also feels like an even stronger hint toward Birushana. The Birushana fandisc has the subtitle “Ichiju no Kaze,” which involves the wind. The apparent Japanese setting plus the message about the wind feels like a hint toward this being their announcement.

I played Birushana back in 2022 and loved it, and I’ve been waiting for the fandisc ever since. At first I thought they were just waiting to release the Cupid Parasite fandisc first, but the more time has passed without the Birushana fandisc being localized, the more I worried we might not get it after all.

But now it looks like we’ve got a real chance! I’ve got my fingers crossed, but whatever IFI’s announcement is next week, I’ll be excited to find out. What do you think they’re teasing?

Nov 052025
 

We may have just finished our October contest, but there also was a contest back in May, and the winner tasked me with playing Fate/stay Night, which is simple now thanks to the remaster.

That was the start of June, so why are we talking about it in November? Because it’s a long visual novel. I mean, it’s a long visual novel.

But now I’ve finished, so let’s talk about Fate/Stay Night!

I’ve been on the periphery of the Fate series for a long time now, having played Witch on the Holy Night and Tsukihime from the same universe, as well as the Fate/Extella spin-offs. You’d think that would give me an idea of what to expect, but I went into Fate/Stay Night with little actual knowledge of what the original visual novel is like.

I was probably thrown off because of my light experience with the franchise, in fact. The Extella setting is so different that I wasn’t prepared for Fate/Stay Night to star a protagonist who’s living in a regular town and going to high school and stuff like that, even if I probably should have expected it because of Tsukihime.

Similar to how the Tsukihime remake has two routes but makes you play them in order, Fate/Stay Night also has a set order for its three routes. (On a side note, when I saw the first route was called “Fate,” I fully expected the next two routes to be called “Stay” and “Night.” This is not the case.)

The first route is with Saber, a character so iconic I know her even from just being on the fringes of the fandom. I really enjoyed this route, and the romance between Saber and Shirou felt to me to be the truest.

Despite that, some of the most interesting characters to me are ones who feature strongly in Rin’s route, so I thoroughly enjoyed the second route as well. In fact, despite what I just said about the Saber/Shirou romance feeling the truest to me, Rin’s route is probably my favorite in terms of story progression.

But I also loved Sakura’s route, because it has much more of a horror atmosphere than the other two and gave me backstory for another character I liked a lot. It really felt like a great way to finish.

Now, you might also think that my loose knowledge of the Fate series would have spoiled me on some things, but not as much as you’d expect.

Click for Fate/stay night spoilers
I did know Saber was King Arthur, and I recognized Gilgamesh when he appeared, but that’s about it.

Looking back on it, I’m pretty sure I’d seen Archer referred to as Emiya before, but since I didn’t know it was a spoiler when I saw it, it vanished from my mind so completely that when I learned Shirou’s name, my only reaction was “Oh, so that’s Emiya,” and the reveal about Archer in the second route still came as a complete surprise to me.

On the other hand, something that did stick in my memory was that I’d once seen a certain priest compared to a certain other visual novel character, and the result was that I was TERRIFIED of Kirei for the entire Fate route. He wasn’t as scary as I expected, which makes my terror funny in retrospect.

There are plenty of bad endings along with way, with little comedy skits after each one that let you know what you should do differently to avoid dying. I loved that in Tsukhime, so I was delighted to discover that it’s a thing in Fate, too. The flowchart makes it easy to jump around between scenes once you’ve seen them, so I went back through after I finished to get every bad ending and at least most scenes (I may have missed a couple that are just minor variations).

Overall, I really enjoyed playing Fate/stay Night. I liked Tsukihime more, but this was another another fantastic visual novel and another wild ride with lots of twists and turns.

And you know what happened as soon as I finished? Fate/Hollow Ataraxia went on sale. My backlog says no, but my heart says yes…

Anyway, what are your thoughts on Fate/Stay Night?

Oct 242025
 

While debating about spooky games to play this October, I remembered Homicipher, which I’ve been curious about ever since it came out.

Homicipher is a horror otome game with an unusual twist – you’re lost in a world of monsters, and you can’t understand their language.

You can click words in the dialogue to type in what you think the meaning is, which means one of the game’s goals is to use context clues and other hints to slowly understand the dialogue. It’s actually pretty hard at times, and I finished all the endings with a lot of the words still not deciphered.

Now, when I started playing, I expected it to be exploration-focused like an adventure game, but it wasn’t really. Occasionally you have a few areas you can go between, but usually if you choose a path, you can’t go back.

Sometimes your choices lead to death, sometimes to an abrupt story ending (most of the endings felt a bit too sudden, actually), and sometimes to a more detailed route with its own endings. An ending list and scene select menu make it easy to revisit previous parts of the game to try different options.

I’ve described it as an otome, but I will say the romantic content is pretty light. It’s more based on implications and interpretation than anything else, and I could see platonic interpretations working just as well. There’s no direct romance.

At the same time, it isn’t as much of a visual novel as I expected, either. I suppose that comes with the language deciphering element; you can’t have a complex, text-heavy plot when everything is built around a language where the words encompass general concepts. A back-and-forth conversation where I’d only figured out a few words was interesting, but paragraphs like that might not work so well.

Still, it disappointed me a little that there wasn’t more story. I like my otome games to be heavy on either story or romance, and Homicipher is light on both.

This might sound like I disliked Homicipher, and there were quite a few points where I found myself thinking, “This isn’t clicking, it just doesn’t do it for me.” However, there’s one thing that makes me hesitant to say that, and that’s Mr. Crawling.

Mr. Crawling is the guy you see in the image above. He’s a monster who crawls around and has long black hair covering his face, and the main character runs from him when they first meet.

And he’s adorable.

Oh, he’s so cute. At first I was wary of him since it’s so easy to die in this game, but he really is so sweet that I started to feel more and more attached to him the longer I played.

Click for Homicipher spoilers
That scene where I unintentionally killed him, I felt so much horror and sadness when I saw what had happened. I reloaded so fast to get a different outcome and only later returned to follow that path.

(And I guess he actually survived, but still. In the moment, that scene hurt so much.)

I liked some of the other characters, too, and they had some interesting endings, but he really stood out the most for just being so cute.

And that brings me to my final thoughts on the game: it’s most worth it for its cute moments. It might seem strange to say that about a game with jump scares and blood and body horror and so many different ways to die, but given the lesser focus on plot and romance, I’d say the main reasons to play Homicipher are for the language-deciphering mechanic and for the cute moments with the characters… at least, when they aren’t trying to kill you.