Operation Backlog Completion 2026
Oct 212024
 

Four years ago, we talked about Spirit Hunter: Death Mark.

Two years ago, we discussed its sequel, Spirit Hunter: NG.

So it’s fitting that one of this year’s games is the third entry in the series (despite any confusion that might come from its English title), Spirit Hunter: Death Mark II.

Death Mark II follows the protagonist of the first game, who has been called in to a high school because of his experience dealing with supernatural occurrences. The school has seen several disappearances at the hands of malevolent spirits, all announced in advance by a spirit called The Departed.

Other returning characters from the first game show up as well to assist with the investigation, which was a nice touch, even though new characters take central stage for the story.

Gameplay has a few major changes compared to the previous games, the biggest of which is that exploration is handled in a side-scrolling format. Certain areas still shift into the first-person adventure game view, but for the most part you’ll be walking across each area. As you move through an area, key points to investigate will be highlighted for you to find the clues you need, as well as a type of collectible that you can trade for items that make spirit encounters easier.

Encounters with spirits are more RPG-like than ever. You and your partner each have a stat that decreases as you take damage – and as you choose actions. On each turn, you’ll need to select an item and an action you want to use it for, with a percentage chance of success.

To be honest, the percentage system feels like a waste of time. Choosing the wrong item/action causes you to take damage from the spirit’s attack, but the few times I actually had my action fail, that didn’t happen, so a failure only costs you the health you expended to attempt it. Between that and how rare failures actually are, it just feels like a completely pointless system.

It was probably added to balance out how these encounters have been simplified. Picking the wrong item won’t put you on track for a bad ending like in Death Mark or lead to a game over like in NG, although the threat posed by the spirits still makes encounters tense. It definitely gives it more of an RPG-like feel.

The biggest focus here is on the story, and I’d say that’s where Death Mark II shines. I think I enjoyed the story of the first Death Mark the best still, but this one comes in second. It’s a dark story with some interesting twists, the individual spirits’ stories are also good, and it highlights everything with some truly unsettling deaths. They went all out on the body horror for the victims.

Unfortunately, it’s not very scary. I know I said that about NG, but Death Mark II is even less scary than that. Despite the game having a warning about jumpscares and the option to turn them off, the jumpscares pretty much always happen when you load a new area and become sadly predictable. I miss the scares of Death Mark and NG, and I can’t help but think the switch to side-scrolling contributed to their loss the most.

One more gripe before I move on – the title. From the moment it was announced as Death Mark II, I criticized the name for being confusing since it’s the third game in the series. Now I think I understand why they went with that title, first because it stars the same protagonist as Death Mark, and second because it’s set before NG. Chronologically, it’s the second game. But it bugs me that the term Death Mark referred to something in the first game’s plot but doesn’t really have anything to do with this game’s plot at all. I wish they had gone with a different title. (During one of the voice acted parts, I’m pretty sure I heard a character say “shibito” at one point, which got me thinking about its Japanese title Shibito Magire and how different its English title is.)

Anyway, it is what it is. Death Mark II. I devolved into complaining near the end here, so I want to repeat that I enjoyed this game. Investigating and finding the hidden collectibles was fun, I enjoyed the story and seeing the old cast again, and I appreciated how getting the good ending was a lot more straightforward this time. I even went through the final couple of chapters a second time to get the true ending as well.

If you liked the first two Spirit Hunter games, it’s worth playing Spirit Hunter: Death Mark II. It’s probably the weakest of the three, but it’s still an enjoyable, spooky adventure – and a perfect one for Halloween.

Now, the real question is if we’ll have a fourth Spirit Hunter game to to review two years from now. One can only hope.

Oct 162024
 

Three years ago, we discussed the Corpse Party remake.

Last year, we moved on to Book of Shadows.

And so for this October, I played the next game in the series. Which, as I mentioned near the end of my Book of Shadows review, is not Blood Drive but rather the comedy midquel Corpse Party: Sweet Sachiko’s Hysteric Birthday Bash.

The usual Corpse Party horrors are temporarily put on hold as the cast is gathered together in one place to celebrate Sachiko’s birthday (whether they want to or not)! Now they have to put on a cultural festival, with a variety of strange and sometimes deadly activities on the schedule.

While Book of Shadows combined adventure game elements with a visual novel presentation, this one is a pure visual novel. Occasional choices will determine if you clear a given chapter or get one of its numerous, often hilarious bad endings, but most of your time will be spent reading.

It’s definitely a dramatic change in tone, albeit still with a Corpse Party flair. You might get a bad ending where a character gets a kidney cut out, for example, except it’s played for laughs. Or maybe a character will go insane and fall into despair, but for ridiculous reasons.

Oh, and the lighter tone means the fanservice is also cranked up way past its usual levels, with some very awkward moments.

I found it to be a pretty funny game. I wasn’t sure about it when I started, but I ended up being happy I played it, even if it’s not quite the usual Corpse Party fare.

Click for Sweet Sachiko's Hysteric Birthday Bash spoilers
Honestly, I felt sad at the end when everyone was crying and Sachiko started to have second thoughts, only for everything to reset. It felt like a glimpse of what could have been a happy ending before it was torn away.

The only thing that bugged me was that there didn’t always seem to be a natural narrative flow from one chapter to the next, but that can probably be excused as Corpse Party weirdness.

A bonus chapter at the end takes on a more serious atmosphere, potentially setting up more things for Blood Drive. I remember reading that the reason this entry is important is because it introduces characters who appear in later games, although I’d also add that there’s also just something nice about seeing these characters together in a less intense situation.

At the end of the game, you also unlock messages from the voice actors again, and I love hearing their thoughts on the script, the series, the recording sessions, etc. I wish more games did that.

Overall, Corpse Party: Sweet Sachiko’s Hysteric Birthday Bash is not a scary game, and it doesn’t really advance the Corpse Party storyline, but it fits the bill for spooky comedy. So if you’re just here for the horror, this probably isn’t the game for you. But if you like the characters, enjoy (or at least don’t mind) the fanservice, and want to see some wacky comedy antics, it’s worth taking a look.

Meanwhile, the upcoming Corpse Party II: Darkness Distortion has been delayed to 2025. I’d been wondering why we didn’t have a release date yet, and now we know. At least this will give me more time to catch up on the series with Blood Drive before it comes out!

Oct 042024
 

It had to come up, right?

Back when Emio was first teased, most of us thought it would be a new horror game from Nintendo.

It turned out to actually be a dark new entry in the Famicom Detective Club series, which was a pleasant surprise to me after I’d played the Famicom Detective Club remakes just this past May and wished the series would continue.

We discussed it a few times leading up to launch, but not since the full game has come out. So let’s talk about Emio – The Smiling Man: Famicom Detective Club.

I would not actually call Emio a horror game or even a horror visual novel, despite the expectations when it was first teased. It’s very much a mystery, albeit one with dark and disturbing elements, and I’d even say most of it has less tension than the first two games in the series. However, when I say most of it, that’s very important to why we’re still talking about it today.

Now, I wrote a full review of Emio over at MonsterVine, so be sure to check that out for my thoughts on the game as a whole.

Instead of repeating all my thoughts here, I’ll just say that I definitely recommend Emio as long as you don’t mind a strangely-paced story that feels like it saves almost everything for the very end. That end does make it worthwhile, but it left me wishing some of the reveals had been woven through the earlier parts of the game too. Meanwhile, as I’d hoped from the demo, the new function of the “think” command to give a hint means you’re much less likely to get caught in a loop of trying every action without knowing what to do, so it feels like the most player-friendly game in the series. There are also a lot of fun optional scenes, like I mentioned in my review.

Getting back to the matter of Emio as a horror game and the fact that most of it is not, that ties into my comment on the unusual pacing. The final segment of Emio gets much darker, delves into some very disturbing scenes, and earns its M rating right there.

I would say the final part of Emio is basically a short horror story in its own right.

I have a theory about why they handled the game this way – that last part is so much darker than the rest of the series that I think they wanted to keep the bulk of the game more in line with the previous ones – but it does make it an odd experience.

In short, Emio – The Smiling Man: Famicom Detective Club is a great choice to play in October, but mainly for the payoff at the end.