"#$%!&^* hell, it all makes sense now!" I had this thought that finished shaping itself just as I was finishing the game, a marvel at a curious phenomenon: How did PARANORMASIGHT manage to amass such an overwhelmingly positive reception? What trickery, witchcraft did it use to tickle the spirit taste and satiate both: non-VN players, considering the lack of gameplay depth, and traditional VN fans, given the shortage of storytelling depth. That is the real mystery of Honjo! It must be doing something right; I mean, I haven't had this much fun with a VN in a while. It's almost as if perceived weaknesses work in its favour, attracting all kinds of players to it with what are essentially gimmicks. By doing them really well. There's a lot of dearth here... if you look at it from a particular viewpoint. Coming to this game expecting involved investigation and deduction, or an adventure/VN hybrid with puzzles and minigames (Danganronpa, Ace Attorney, Zero Escape etc.), you'll find it lacking. If you're hoping for a multilayered mystery with rich thematic undertow and characters with believable emotional dimensions, you'll be disappointed. What you will find is still very compelling nonetheless. https://steamcommunity.com/sharedfiles/filedetails/?id=3065673807 Under all the frills and ruffles of would-be adventure game dressing, PARANORMASIGHT is essentially a highly interactive panoramic visual novel. One where you drag the screen around a fixed point, engage with hotspots, and click on buttons, like *think* or *curse*, hopefully in that order. But mostly, you're navigating dialogue trees until you exhaust all options like in an adventure game. (Actual choices are rare and directly lead to bad endings.) All of this is put together in a rousing, stimulating way, smoothly knitted into the plot, making the narration itself interactable, so it feels like there's more proactive gameplay than it is. It's an illusion of control. In reality, you're led by the hand - be it by the in-game map, or the meta-map aka the flowchart; or by the curse button, which will cast itself even if you don't press it, or won't, even if you do. (It's sentient like that.) Although you're piecing together information from multiple sides, converging to one point, the whole game is rather linear in its non-linearity - another loophole. But it's all so dynamic and exciting. Unlike the inertness of a typical VN with sprites against static backgrounds, evoking actors in an intimate tableau vivant of sorts; here, it's a phantasmally deepened space of a TV box. Everything comes alive in a spirited flash of cinematic tracking shots, dramatic close-ups, zoomings, interesting angles that play with visual depth. Sometimes swallowing characters while panning over the vast skies of scenic Honjo, reducing them to accidental bystanders. Other times, this 360° slow rotation from a constricting spot creates a rather creepy effect in its limitation. Coming back from slowly combing the area, the tension and horror build as you anticipate something to jump at you... Like someone's face suddenly coming into your focus, gawking at you... ahh!! https://steamcommunity.com/sharedfiles/filedetails/?id=3056915522 Alas, only the prologue is this eerie and spooky. (Ok, and the high school chapter - why are they so creepy at night?) Afterwards, it settles into a procedural rhythm of an investigative mystery. From the very start, I felt there was something TV-show-like about this world; and yes, it may seem like I'm saying something obvious seeing how the mysterious host, The Storyteller, literally transports me through a vintage colour TV set into the game universe. Hell, the small screen aesthetic permeates everything, its curve extends even to the menu - from the grainy look and the colours washed-up to the hauntingly nostalgic monochromatic tint, to the clickety-clack noises and schlager-like music, to the swift zooming on exaggerated grimaces all with the "a-ha, gotcha" jingle. But this quality extends way beyond appearance, into the storytelling itself. The way I was thrown into the middle of a scene, with little context, I never shook the feeling that these characters are, well, characters. Actors, who seem to be going along with all that freaky paranormal stuff a little too easily, ready to curse others with the most flimsy motivations (some exceptions), like it's a game. Well, with all those rules and conditions, it is, but one I can only watch them play. Becoming a curse bearer is accepted rather casually, blindly, as if following a script. And despite having several POV characters, I never got an impression that I'm playing as any one of them, but more like with them, in-between, as a gamer/observer. As if they're my puppets who I even tell when to think, with the button; their strong black outlines almost making them into cardboard cutouts. I can read about their backstories in Files, on the side, same as those legends of Japanese curse folklore, same as all the tourist spots in Sumida, Tokyo. With the already established meta framework tying into the use of Story Chart in interesting, smart ways, I was intrigued by these layers of reality, hoping for some absorbing thematic throughline. Because only a transcending mystery would be able to compensate for the undeniable sense that this story is rather gamey, but without substantial gameplay to carry it and not sufficiently novelesque to fill that hole. https://steamcommunity.com/sharedfiles/filedetails/?id=3139769226 But in place of such mystery, I got a puzzle instead. Not a puzzle game, but a puzzle story. And what a thrilling puzzle it is, one that grips you hard, occasionally quizzing you, making sure you're paying attention, seducing you with witty tricks, letting you feel smart. What comes next, how it all ties together? You forgive it a bit too twisting of twists and too many neat coincidences; chalk it up to the 'small screen-small world' syndrome. Plot, plot, plot... everything fits, even things that seemed off at first. Every line is purposeful, almost utilitarian. Yet, cardboard cutouts or not, the characters are fun, their dialogue engaging, despite information density, occasionally straying into wild tangents... that also prove to have a concrete purpose. Getting to the solution of the puzzle is paramount. Its pacing doesn't let some 'filler' stop it, like, uh, breathing between the lines, or asking questions like: "What's it all really about? What's it saying that it isn't saying?" Great plot, poor story and thematic depth. The central question of "how far would you go to bring someone back from the dead" isn't really explored deeper in a satisfying way. It makes for a catchy tagline though, can even fit on a tourist brochure with other trivia. My biggest gripe is how the meta framework doesn't amount to anything more substantial than yet another gimmick that doesn't say anything interesting beyond the clever a-ha moment. That said, I can't deny I had great time with this game although, in the end, it's just a clever puzzle story, nothing more, nothing less. And that's... ok? Is what I'd like to say, but I can't shake the feeling there should be more to it. This will especially appeal to those averse to anything that isn't directly plot related aka 'filler'; those who consider reading a passive activity and need to make it more stimulating; and those who need their mysteries to have neat solutions. Mystery of Honjo solved! It took me a while to figure out what was bothering me; now I can put it to rest. It already started fading by the time I wrote this review. I'll remember how much fun I had if not the story itself, but hey, that means I can experience it again as if it's the first time. Although I'm not sure if replayability in this (meta)context is a blessing or a curse. You can curse me at [url=https://store.steampowered.com/curator/40848670-Drugoja-In-The-Dreaming/]Drugoja In The Dreaming
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