Reviews from

in the past


I have no idea what happened in this game.

"The 25th Ward" is overall better than "The Silver Case", as Suda does not lie because this is truly about The 25th Ward. Good job.

Wtf do you even say about this one? Just like it's predecessor, you start off fine, thinking it's some standard cop drama with some surreal and bizarre elements to it, and then two chapters in it goes completely off the rails and you are holding on for dear life without any shoes on.

Hard to imagine this was 2005 cellphone game, when it feels so modern and fresh playing it today. Once again, Suda throws everything and the kitchen sink at you without much care or thought about if you are gonna be willing to take it, understand it, or survive through it. The ambiguity of a concrete villain transitions from the first game right into 25th Ward flawlessly and even more abstracted, and the sequel continues on with the dystopic and post-modern study of the information age, with a very thought provoking, comedic and bitterly cynical tone.

There's a definite upgrade in aesthetic and sense of identity present in 25th Ward when compared to it's predecessor, with the character's artwork being stylized in very strong and harsh colors that give off the sense of reading an adult oriented comic book, and with the soundtrack being much more unique and diverse, having a mixture of jazz, rock and electronic tunes that perfectly fit the disorienting experience of 25th Ward. Additionally, the CGI that serves to represent the setting that you interact with are much stronger in visual style, giving off a much more surrealist vibe that so aptly describes the city of 25th Ward.

Suda pumps the accelerator on this one, bringing the narrative to it's breaking point and shattering every single trope and convention you thought were essential to keep a story intact. The line between where the player starts and the characters you control ends is destroyed beyond repair, creating some of the most poignant and mind shattering 4th wall breaks in videogame history. The "gameplay" is an absolute farce, having you repeat mind-numbing and inconsequential task that will have you questioning what even is your role in the middle of all this and if it's all a sick joke. It's a culmination of everything Suda has been interested with in the medium, a truly Punk game.

It's insane to think this game would have been lost forever if not for the recent remake. I don't expect you to enjoy 25th Ward if you don't know what you are getting yourself into. Hell, it's highly likely you will hate it. But you gotta give the best VN ever made a try at the very least.


Given that this was a phone game originally I think this remake gives it the quality it deserves, not as good as TSC but it does its own thing
Great music written by different composers


what metaphysical pussy does to a mf

One of the most unique, cryptic, and daring games I've experience in the medium and an incredible 'finale' for the Kill The Past series.

This review contains spoilers

Be reborn as light itself at dawn

also Dougie Jones IS awesome

A title that leaves me so completely baffled by the end of it, but its the kind that is so enticing that it makes me want to know the method to the madness. Truly a Phantom Game

The revolutionary second good VN

The difference between this and 99% of VNs is like the difference between a work of art and a child scribbling with crayons

suda is the only person in the industry that will make life-changing fiction for flip phones and also have it be crucial to understanding the thread he's been weaving through his games for decades. unhinged

This happened to my brother hogan

Probably my favorite visual novel in general.

The 25th Ward is a mess of random ideas and things pulled out of left field for seemingly no reason, but manages to make everything work and fall into place.

Amazing visual style, soundtrack, and existential character writing easily push this up into a comfortable spot of my favorites.

Suda and Jabroni predicted how memes will work in the modern era

Somewhat interesting narrative fails to overcome a really shoddy loc job. Willing to bet the fault lies with NIS management, rather than the localizers themselves.

This game is such an anomaly. I really have no clue what to say about it. It's so thematically dense that I'm pretty sure I won't be able to understand even half of it what it's trying to say for a while.

While I can't talk much about its story, I can sure talk about how amazing the other aspects of this game are. The presentation is amazing as always and the music is godlike and easily one of my favorite OSTs ever.

I feel like I've said this in every Suda game I've talked about but the way this game tells its story is super unique and I love it. It's split into 3 scenarios with 5-6 chapters each, and each scenario has its own distinct character, artstyle, and even music. I think my favorite is probably Matchmaker (though Correctness is a close second even though I understand like 30% of it) due to me being more invested in the characters and plot, the music being just amazing, and the artstyle being super cool and unique, especially the coloring.

Speaking of the characters, besides the Matchmaker and returning characters, I wasn't really invested in a lot of them. Kuroyanagi and Shiroyabu are the main and outstanding exceptions because they are just a delight to see interact with each other and even do stuff by themselves. But besides these I can't really say I liked all of them that much. I didn't hate them but they just weren't as interesting and developed like the ones in The Silver Case or insanely weird and memorable like the ones in Flower, Sun and Rain.

Anyway, I don't think I can give this game a rating (unless this site makes me) because it is such a weird game that is beyond the concept of a rating. In my opinion, the feelings I got from this experience matter way more than my actual thoughts and rating. So yeah please buy this game I want the 26th Ward in 5 years.

(Edit: after thinking about it for a bit longer yeah I've just decided to give it a 10/10.)

Ending grind fucking SUCKED
I didn't babysit it 100% efficiently so it added another 10hrs onto the game time of just skipping through the final chapter.
Don't tell the player to look up the other endings online, but also have a trophy for seeing them all yourself.

This review contains spoilers

i did all of the 100 endings for what amounted to be a 50,000 yen joke and it was completely worth it

This review contains spoilers

is haunting discovering that kurumizawa is not only the 25th ward personification in a fictional way but also in a metafictional one. even scarier when you realize that it doesn't matter: reality it's defined by the observed and interpreted by who is observing - if the roles changes, whatever! the next kamui uehara can solve the problem - but wich one? the silver eyed boy who doesn't know how to eat mont blanc properly? the bald psycho jabroni? the real one (not really!) that is suposed to be the protagonist? the japanese dirty harry.. oh, that's ayame, it's even more powerful. i can ask to turtleguy for advice, if he's not already killed by private postal service - instead of delivering your mail, they are delivering your death. for the sake of others, of course, so behave yourself! we can pick anyone. everyone is a potential kamui, maybe you are too!


Taking a game as bold and visionary as the original Silver Case game and creating a direct follow up to it, is no easy feat. Yet, in just about every way The 25th Ward feels like the ultimate successor to it, in expanding and improving the original ideas of the original, while going in so many of it's own new directions. The 25th Ward is a game with bite to it, I would go as far to argue it being Suda's darkest work to date. Yet it is also among some of his funniest and most human, with a truly wonderful cast and gorgeous monochromatic artstyle to always keep you interested.

I've been a fan of Suda for forever, No More Heroes 1 and 2, basically shaped my tastes from when I was young, and playing all the Kill the Past games in succession has given me a whole new love for his work. This stands as my final chapter in KTP until No More Heroes III's release, and quite frankly I couldn't have picked a better game to have ended it on.

Give me 50,000 yen.

I have not stopped thinking about this game since I played it, which means it succeeds as a follow up to the first game which had me saying the same thing. The 25th Ward expands upon the ideas of The Silver Case, to a degree that honestly blew me away when it all finally started to hit me about halfway through. This thing feels urgent and inventive in a way few games are able to match, and that's why despite a few jokes or sequences that really don't land, I'm able to hold this as a personal favorite of mine.

[post-25th ward face] haha ummmm yea!

first thing to get out of the way: the presentation here is a beast, even by grasshopper's standards. if it weren't for killer7's audio design i'd call 25w their aesthetic peak, so it follows then that this is some of the coldest atmosphere in games ever. you'd think the original silver case was the mobile game.

i mentioned in my flower sun and rain review that i expected 25th ward to be a "return to the grime" after the vacation away, but it turns out that's not entirely the case. 25 coming after 24 implies sequentiality, certain concepts and people do make a return, but the 25th ward--both the game and the setting--won't provide as much continuity as you might assume. in fact it will at many points try to shatter that continuity, and then dare you to look for it anyway. the 25th is influenced by the 24th, its a more rigidly enforced and even more claustrophobic city box, but its acceleration and sterility also makes for a keener sense of meditation on itself from so many angles, honing on in not just the city-net idea but also on the dynamics of surveillance, identity within gender/work/metafiction, exorcising the past, anachronistic reflection on the work from the authors, and games and the player-character.

this is best felt in the interactive space of the game, hugely improved and more considered than its direct predecessor. tsc tries to connect urbanization with cold unfeeling logic by having you solve codes to unlock doors and shit, but they are too infrequent and don't have much behind them beyond the numbers and ciphers themselves. 25w by comparison utilizes wizardry-esque navigation thru indoor hallway mazes, sex chat as repetitive dialogue trees, and constant password/pin entering (i don't make a lot of comparisons to fsr but this element feels the most like that game) to hone in on tsc's original thesis, expressing it more starkly and confidently. one really vivid example for me being when you are dropped into an apartment complex of four 7 floor buildings with 10 rooms per floor, in order to find a man hiding out in one of those 280 rooms. the "city" has been crunched down to "the apartment building" as a database, dehumanized yet also video gamey, onto itself; your partner is a "searcher" who can feel out where he is, so you search by building/disk, then by floor/folder, in order to target a piece of data that is a person.

that said i really had to think over this one, i practically immediately replayed it to sort feelings on it. tsc has the clearest sense of "character development"--how i took it anyway--guiding it and concludes on a more directly emotional note, and the interplay between its two scenarios feels the most effective compared to 25w's further and further divergences between its scenarios. BUT 25w is much tighter its in thematic construction, managing to be ballsier and THE most weapons-grade cryptic shit without completely toppling its jenga tower, and its more fun to think about after the fact in some ways. your preferral of tsc or 25w may depend on, at the risk of oversimplifying what its doing, how willing you are to accept characters that are more seemingly static in their personality, or at least foggier (the big exception being in matchmaker, imo the weakest scenario that feels unfinished by its end but is enjoyable on its own terms for having the most bluntly dynamic arc for its characters) for the sake of interrogating their role in the world. in many cases the players perception of them changing with their understanding of the story is what matters, and that is admittedly used to great effect with further readings. but its difficult to say how i mean this kind of thing exactly

i was ready to call it my least favorite of the trilogy after first finishing it but now it may be slightly better than tsc? im still not 100% sure where to place this, other than that i know fsr was basically predetermined to be my favorite so i can say its not at that level for me, but ultimately all three games are bangers so yeah. did my best to make a review that wouldn't need a spoiler-tag but my god at this point i am just constipated to get into this more


WHAT A GREAT GAME goddamn if it weren’t for the usual Suda shenanigans (annoying puzzles, frustrating elements) this would be a masterpiece
I’m so sorry for doubting you, Suda

This review contains spoilers

once, we all lived inside the bottle. but without us noticing, without us hearing, little by little, crack by crack, the bottle broke. and all worlds became one world. the inside became the outside.

--#006: PLASTIC --

playing this game and reminding myself that it came out in 2005 and not in 2018 is wildly difficult because this feels like a game so perfectly aligned with the current Moment that it's absolutely surreal that it was originally beamed to Japanese flip phones a decade before we heard the word "hypernormalisation".

if the original Silver Case explored the anxieties and changing face of a world slowly becoming digitized, then The 25th Ward is a true sequel, exploring a world where there is no difference, no boundary, between the digital world and the physical world, between the person we present and the person we are, and whether it even matters enough to make a distinction. tokio plugging his eye into a computer through an enormous analog cable is one of the most evocative images of the game, but it goes so far beyond that.

in the 25th ward, people have become pieces of data moving through a system filtered out by antivirus software made of the opinions and thoughts the system breeds them to have. the cast of the 25th Ward are far less distinct than the original's more eclectic cast, a deliberate contrast made clear by the points at which the original cast show up, and that more muted palette for these people is the result of the planning of this city turning each person within it into a piece of a wider machine, circuits in a system, receivers for the Word of Kamui.

work. consume. report suspicious activity. die. and when the experiment has run its course, they switch it all off. and the 25th ward crumbles into the sea. planned obsolescence. make sure to buy the Next Ward.

that machine takes the shape of the game itself. The 25th Ward is positioned as part of the "kill the past" universe, but I honestly believe that any attempt to view it as part of some wider universe where the characters exist in any way other than how we interact with them here will fail to derive anything meaningful from that read. when The Interface Itself is a character that the people inside these windows framed inside abstract void spaces can interact with and respond to, you have to abandon any attempt to apply verisimilitude as we traditionally understand it in order to survive. the style is the substance. everything is real. everything is virtual. everything is the same, all at once. is there a difference? does it matter?

as people become part of this machine, their selves become digital, and spread outwards, into and throughout the net. people become fictional characters. Kamui Uehara manifesting in the Matchmaker chapters in the form of Tsuki, a generic Ex-Yakuza man with a generic Dark And Troubled Past, navigating around his partner slolely being transformed into another Kamui by the Powers That Be.

people become other selves. Placebo has been cited as the highlight of the game by numerous people and while I don't know if I'd entirely agree, I can't deny the tremendous impact the story contained within had on me. Milu's existence hit hard for me, a fragmented individual spread across multiple real and unreal versions of herself each one shaped by the perceptions of others beyond the control of the original/format Milu, a wholly digital existence that is still tethered to a weak, dying, incorrect body that causes her pain on many levels.

even before The Unprecedented Times shifted even more of it onto digital spaces, I lived a life that I would have struggled to call my own outside of the internet. not just because I've never felt truly safe enough in the world outside my window to express myself fully within it, but also because the explorations of my self and my gender take up fragmented, distinct, and often contradictory forms that I try not to let intersect for fear of the friction that their ill-fitting will create. which of these forms is the real me? what makes the me that types these words with physical hands more real than the me created when the words are read? am i the name the structures of my 25th ward place on me, or am I the name I choose and have people online say? i don't feel like me outside. i don't feel like me when I look in the mirror. i feel like me when draping myself in images, when hiding myself behind makeup and voice training and cameras and filters. i feel more like me prancing around as a gay catboy in an online game than when I go out to buy milk. am I ignoring reality, or is this just another part of it?

i don't know. maybe there is a true me, out there, with a true name and a true face. maybe the real me is out there somewhere. or maybe this is all the real me, and every single contradiction and lie and false assumption is truth.

all i know for sure is that I believe these words I say, these things I feel, and these people i know are real.

i choose to believe in the net. what else is there to believe in?

this is an uneven work. despite being better paced than most VNs and certainly featuring less mandatory timewasting than its predecessor, the pacing still feels drawn out past the point of purposefulness. much like this review, it often feels...meandering.

i also feel compelled to bring up a part of the game that has gone largely unremarked upon on this site: Correctness 3, boys don't cry, which is where the game goes too far in my opinion and plays with the sensitive subject of rape in a way that feels extremely ill-advised, crass, and exploitative. when criticism of content in such a way is brought up in critical spaces like this there is a tendency by some to dismiss it out of hand as being unable to handle sensitive content and wishing everything to be sanitized of such frictions, so let me clarify that I do not think games should never discuss rape and I don't inherently want to avoid a game where it is discussed and to underline that point i want to stress that i think suda has been better about this subject in other works, but in this instance, he fucked up. this bit isn't bad because it's a rape scene, it's bad because it is a badly done scene. the vibes are rancid in that chapter, folks.

despite that, however, and other minor complaints, it's hard not to be blown away by the 25th ward. it's such a thematically dense and stylish work, with so much to say and so many ways to say it. if Umurangi is the macro experience of life today, then The 25th Ward is the micro, the day to day life of living inside and outside a screen at the same time, of being a different person to different people, of existing in a thousand spaces at once and not really knowing who I am in any of them.

sorry about this review. it's a bit of a mess. i'm a bit of a mess, after finishing this game. but it's ok. it's all right. I can fix it.

I just need 50,000 yen.

KAMUI UEHARA WILL
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KILL THE PAST
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KILL THE LIFE
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JOIN HOLOLIVE

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