This review is like a curse :O I honestly feel like I don’t have much to say about this game. It’s a visual novel that presents a fairly traditional detective story with a paranormal twist. At first, I thought this game would be all about player choice, branching narratives and puzzle solving. The prologue of the game hints at all those things. However, it quickly dawned on me that this was all a mirage. Paranormasight is a game about curses. You switch between a bunch of playable characters who come into possession of curse stones. Upon fulfilling specific conditions for each stone, these can be used to… kill people :) The prologue introduces this concept by letting the player control a character who obtains a rather powerful stone. It is now the player’s choice to use this power or neglect it. Or is it? Even in those first minutes of the game, I was beginning to become a little skeptical. The game makes it seem like you can choose to take someone’s life or spare it by showing a button prompt whenever a curse is ready to be used. So, I tested this apparent level of player freedom. First, I wandered around like a maniac killing everyone in my sight and progressed the game. Then, when the story chart was introduced, I went back to the beginning, this time with the intention to play as the good guy, you know good as in not a maniacal psycho killer . But, alas, the game wouldn’t let me do that. It was all predetermined. The button prompt was displayed, I didn’t push it and yet, the curse was unleashed. I was pretty bummed out by this. Why even introduce an element of player interactivity when it’s absolutely pointless if the player makes use of it or not? Same goes for the game’s setting or even its genre affiliation. What do I mean by these muddled words? Well, on the store page, Paranormasight is described as a horror-adventure game . Watching the trailer and reading the synopsis make it clear that the horror aspect is at the forefront of this experience. Or is it? Again, the prologue makes it seem like this is a fitting genre categorization. The game starts off pretty scary. There are moments of genuine horror here. Every scene in Paranormasight is arranged as a first-person static scene. All you can really do is rotate the camera 360° around your point of view, move a cursor and click on items in the environment or click on people to start a conversation. The prologue plays with this simplicity in quite the elegant way. There’s a scene where a character you have a conversation with points at something behind you, their face distorted in sheer terror. So, you sloooowly turn the camera around and BOOM! Playing this at night on my Steam Deck with the lights out made me remember why I usually shy away from horror games that rely heavily on jump scares. But I have to admit that this scene was spooky and well set-up. And it wasn’t just one jump scare. The atmosphere in this first hour of the game is overall pretty dense and eerie. You walk around at night, always on the edge, looking for other curse-bearers to prey upon while not becoming their prey yourself. Sometimes, a scene would change ever so slightly. Is there a shadowy figure in your periphery? Was that there before? What’s that floating in the sky, it looks otherworldly and strange? This is what the prologue feels like. But sadly, the rest of the game is quite different. Following the prologue, the game focuses more on being a narrative experience rather than a horror game. That’s not a bad thing per se as the writing is pretty strong overall (with some caveat that we’ll get to in just a second). Later on, the horror returns to some extent but it never really reaches the heights (or lows) of the prologue. It really is all about the story. And the story is pretty good. The Seven Mysteries of Honjo are an intriguing foundation for a story about curses, resurrection and the sins of the past. I liked how culturally profound the game is with its countless allusions to the Edo period in Japan and how that age impacted Japanese culture and society. The setting of 1980s Tokyo is very interesting to me. You visit various places of the city and actually learn about their history and how their cultural relevance changed over the years. Almost all of this “educational” content is purely optional. You can read up on the rich lore and history of the places visited if you are interested but you’re not forced to. The game teaches you the most important stuff that you need to know in order to grasp the story on a fundamental level. But, if you wanna learn more, the archive is always there for you. I loved digging through the texts to learn more about the history and the mythology behind The Seven Mysteries of Honjo . It truly made me feel like a paranormal detective uncovering an old mystery. I was constantly reading up on everything the game threw at me while constructing new theories in my head about how everything was connected. It has been a while since a game’s narrative managed to intrigue me so. It’s one of those games that has you thinking about it even after putting it down. In a way, it reminded me of AI: The Somnium Files which did the same to me. It’s a very well put together story that had me hooked from the start and managed to keep me engaged for the 13-hour runtime of the game. Same goes for the characters. At first, they seem like your everyday stereotypes that you would expect in a detective story like this one. However, most characters have depth and multiple facets that go beyond their standard tropes. For instance, the old and cynical detective who’s seen it all isn’t just a rude, cold-hearted bastard but shows actual empathy, care and compassion. And it’s not like he pretends to be that hardcore tough guy in the beginning but then turns out to be a sweet softie. No, from the very first scene, he is portrayed as a layered character. One that surely has his edges but is still very human at heart. It’s a subtle difference from most character writing that you come across in other games like this and I like it a lot. It makes the characters feel real and relatable and not like templates who undergo the same arcs you have seen a million times before. Mind you, there are still some very tropey characters who really only have like one trait and stay relatively bland for the entirety of the game. That’s ok for me though. As long as a game has some shining diamonds, it’s alright to have some dull pebbles as well. Paranormasight is a good game. It’s a linear narrative experience with light puzzle elements disguised as a horror-adventure game based on player choice. It’s advertised as something it is not and I cannot shake some resentment I feel for the game because of that. In its early hours, the game is filled with horror, pretty original out-of-the-box meta puzzles and promises of impactful player decisions but drops all of that in favor of becoming a purely narrative experience. Thank God it’s a good one. It’s all about the writing and the writing is the strong suit of this game. Towards the end, some scenes start dragging a bit too much. I felt that, especially in the last third, some conversations would go on forever telling me things I already knew since I had figured out most of the case already. I was glad to find the game not dipping too deep into twisty anime bullsh!t territory and that it allowed me to solve the mystery based on the information I had. But I had that information about three hours before the curtain fell. Still, there were some surprises left for me and the finale definitely won me over. This world has potential and I’m curious about the sequel that’s apparently in the works. If you have a thing for visual novels with an eerie twist but don’t expect a game as dark as Corpse Party or one with a branching narrative like the Zero Escape games, this might be for you.
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