Ringing in the new year with completing my first foray into the denpa genre at a friend’s recommendation. Best read very late at night.

A sickly orange twilight is our backdrop to an acute, albeit harshly dated, portrayal of mental fragility and staggering acts of sudden violence. It’s no secret sayooshi is a hard to read title, I required frequent day long breaks in order to get to the core of the presented narrative, but it’s not something I regret at all. What lies beneath a veneer of sadistic fantasy is a story ripe for engaging critical analysis.

Outside of intentionally repetitive script which proved quite effective for both emphasis and flow, the rawness of the prose often stopped me in my tracks. Living in the protagonist’s head for the period of my playtime had me thinking of both his and others’ dialogue long after closing the game; the writing is gripping, the reader hanging off of every word as scenes end, leaving them with some final mysterious phrase which would only be elaborated on in another route.

The artwork is infectious in style, with the sharply pointed noses and almost melting eyes growing on me instantly. Paired with the warm reddish overlay layers and hauntingly stark 3DCG pre-rendered backgrounds, sayooshi establishes an iconic, instantly memorable presentation which is respected and referenced to this day. I especially enjoy the very much alive cult following and fanartist community this title keeps well after 20 years, a testament to its impact.

Upon first thinking the soundtrack merely did its job as background noise, before I knew it I was listening to the tracks outside of the game. Simple synth notes and drum samples make up evocative musical themes for every cast member, along with their use often adding to horrific juxtapositions in mood. My favourite tracks ended up being the smoky “Feignant” and the meandering, dreamlike “Inmobilite et Tourbillon”; the sound of an attempt to return to normalcy.

I don’t feel comfortable giving a rating, but I encourage those able to stomach more extreme scenes and seeking an entirely unique psychological horror experience to dive in.

じゃ、さよなら…

an understandably ambling start into something extremely gripping. happy to finally start this journey.

horrific. kind of made me feel like an insane person. doesn't have the same dramatic peaks as chapter 1, but had a lot of striking moments that I felt were far more important and really left a mark on me.
once again deducting a star for the slice of life as those scenes this time were particularly teeth-grindingly painful. i hope to never look at angel mort ever again.

a biblical epic, best experienced with a talented loremaster and guide who can point out significant items and areas.

previously abandoned around year ago on release, i restarted with a fresh face and, more importantly, a kind pair of friends to travel alongside. i've played every "souls" title and i have to say ER has shot to the number one place in my heart alongside sekiro after giving it another chance.

"it's about the rebus, okay? it's about sulfur and mercury."

a tight 30 minute experience, fun sound design, atmosphere, and nostalgic visuals makes up for the solo developer hyperlinear structure. language barrier might be an issue to some, but the story can be parsed well enough with a phone camera translator tool.

been waiting for years and it was everything I ever wanted.

a minor gripe is to do with directional/stick inputs and how every direction and combination share the exact same appearance, spoiling more than a few perfect combos, which could very well just be a problem with my own perception.

aside from nitpicking slightly disappointing song and unit selections (those ff3 units...) and the above issue, an otherwise flawless release.

a wonderfully playful mystery.

i went in expecting something a little bit more high risk and time management-y, but came away content with the more linear structure, as missing any shred of information about the characters or world was unacceptable to me.

a special thank you to Kobayashi's bold and expressive character artwork, and to Iwasaki's hauntingly sincere score, both massively contributing to and complimenting Honjo's vibe.

take control of your fate and play this game! i hope to cross paths with the Storyteller once again someday soon...

introspective, surrealist. respect it as a decent mindfulness activity. minus points for no cursor lock, killed the atmosphere.

evocative, scintillating, immersive. a sobering scifi kink experience. the simplicity of Super Videotome weighed my experience down just a little, but i was definitely inspired to develop something of my own utilising the engine sometime. impressed with the pacing and prose on display.

please take the content warnings seriously!

"Turn out the lights. The party's over. All good things must come to an end."

A charming Love-de-Lic-like, 24 Killers places the player in a strange but somehow nostalgic island full of mystery. For the uninitiated, it follows a Zelda type problem solving gameplay loop where tools provided to the player earnt through character interactions lead to new areas or secrets and ease of progression. It makes for a relaxing and refreshing introduction to the unique subgenre refined by Love-de-Lic.

24 Killers really shines in its dialogue shared with a variety of creatures and critters who you'll meet and assist while exploring. Our protagonist named Home starts out abrasive to the idea of helping others, but their colours changing over the course of the game accompanied to an earnest acoustic score was lovely to see.

Rolled credits on my first universe and am marking completion, though I do intend to keep playing. My minor nitpicks regarding the repetitiveness of the toast cutscene and finding farming whispers in early game a bit difficult aside, this game warmed me in a time when I needed it most.

I started playing this ready to open this review with a guilty "it's not for me" or a dismal "I didn't mesh with this", but the finale and conclusion was so special and important to me; moreso following reading vghime's own afterword and breakdown.

Experienced over a late evening, gripping me halfway through. It's just about hitting 2.30 in the morning and I'm disappointed I had not heard of this sooner despite closely following vghime's online translation career for many years. Yes, it's true I personally wasn't particularly fond of the BGM, and yes, I did find a few of the deaths cheap especially towards the start of the game when I was learning the ropes. But it was all so surface level compared to the impact this had on me, really. I liked this game.

i personally harbour no religious ties or guilt whatsoever myself, but tomorrow won't come's portrayal of childhood experiences and how they can shape our futures felt extremely tangible and sharp. religious organisations and hierarchies and how they assert control over the faithful, harmful and avoidant thinking strategies which only result in self-mutilating apathy, the cling to a fading sense of self.

etherane's textured illustrations and simplistic yet expressive characters are wonderfully charming. i enjoyed a few tracks on the score, but the very significant "noise" sound had an awful effect on my tinnitus ass. i also had little patience for a very small segment midway through, and did consult a guide for both this area and obtaining the other, difficult to obtain ending. spending the extra half hour to experience the full story was well worth it however.

"Put my head through"

i can't even explain why i've always loved this game, along with every single other of Kona5's projects (akemi-tan is well loved between my brother and i). this is an extremely barebones rpgmaker atmospheric horror title that can be completed in one sitting blind, yet i come back every year or so to play it again. why? somewhat spoilers ahead, but this game is 10 minutes long so i didn't feel it appropriate to mark it with a proper warning.

from the first time the player gains control as Youko, amputating murderer, i'm instantly captured in the surreal bgm, cushioning the blow of the casual slaughter which lines the halls of the correctional facility we find ourselves in; streaks of blood marking the walls and floor, bisected naked bodies miraculously standing at full attention, loose limbs strewn about the place. appropriately distanced from the bloodshed, we descend by ladder below the once-pristine prison into a black lodge-esque handful of rooms, showcasing the depths of its dreamscapes.

a pair of mannequin women of two-tone colour flank a decapitated head presented on a plate. a typical sliding plate puzzle depicting a young girl mischievously grinning, the shell of a half watermelon dripping evocative crimson down her face. a large bust of a half-scarred or burned woman (presumably Youko, bearing her resemblence) tears at the flesh on her face, mouth open baring her teeth in a scream, or laughter.

Upon finding a "samurai sword" within a room of entrancing percussion, Youko sets about her final work in this life. thankfully, her acquiescent fellow inmates are more than willing to lend a hand.

i am absolutely captivated by a game with music that doesn't even loop correctly, and i still can't explain to you why. this is a mere attempt at the feat, and to externalise my views and thoughts on the imagery therein after so many playthroughs. that a title this short and with such little to do is so open to interpretation i think is something to be praised. give it a try, it won't take you long.

i liked it! did some fun things, especially a part in a later area that made me smile. i feel Pikasprey's own letsplay that i consulted to find a particular key was so sharply critical on himself for a game that i found really charming and wasn't bored by at all. sound design is worth mentioning with very organic touches only heightened by the lack of any bgm whatsoever outside of chase sequences, i do just wish there was more puzzle content that wasn't simply reading notes.

i have no interest in the remake as i found its design at a glance to be far too busy and didn't mesh with the detailed sprites, as well as being content with this experience as is. rpgmaker horror continues to be a large comfort in bad times.

i was intent on playing every charon release this week just to pass the time and was willing to give each game a chance but this shit absolutely sucks dude 🖕🖕🖕🖕