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Paranormasight: The Seven Mysteries of Honjo is a supernatural thriller set in the Honjo neighborhood of Sumida Ward in central Tokyo during the 1980s. This visual novel’s story is told via the intersecting perspectives of three main protagonists through a series of short episodes laid out along a story grid. Although you have some choice regarding the order in which you play the episodes, the story is linear, with minor branching paths leading to premature endings. Paranormasight has strong elements of horror, as well as a few jumpscares, but it’s sensitive about its use of mature themes and graphic visual imagery. Depending on how quickly you read, it should take about ten to twelve hours to unlock all of the endings.
Let me cut to the chase: I really enjoyed Paranormasight and would happily recommend it even to people who aren’t horror fans. The game only has a moderate level of interactivity, so I’m not sure it would appeal to people who dislike visual novels. That being said, Paranormasight is at the height of its genre, and it’s as well-written, well-illustrated, and intriguingly presented as a visual novel can get.
A quick description of the story is going to sound like anime nonsense, but please take my word for it that this is a story written for an adult audience and bear with me for a moment.
During the early modern Edo period, an onmyōji wizard found the secret to a ritual that would bring someone back from the dead. In order to recreate the soul of the deceased, one would need to store sufficient “soul dregs” of murder victims inside a ritual object. The wizard managed to perform the ritual, a process that resulted in nine deaths. The history of these deaths has survived to the present in the form of urban legends about the “seven mysteries of Honjo.”
Late one night, ritual objects in the form of wooden netsuke charms mysteriously appear in the hands of nine people in the Honjo neighborhood. In addition to the physical charms, these “curse bearers” have inherited the resentful memories of the victims of the original ritual, as well as the power to kill others with a curse, which they’re able to trigger when certain conditions are met. If one of the curse bearers manages to kill enough people, they’ll be able to perform the ritual of resurrection – but only if another curse bearer doesn’t kill them first.
Paranormasight opens with a stand-alone prologue in which one of the curse bearers meets a gruesome end. When the prologue is concluded, the story is taken up by three more curse bearers: a grieving mother whose young son died in a kidnapping incident, a high school girl whose best friend committed suicide, and a senior police detective assigned to investigate the mysterious death of a youth truancy officer. All three of these protagonists are sympathetic, as is the friend accompanying each of them. As the story unfolds, they gradually begin to work together in an attempt to figure out what’s happening so that they can survive the curse while preventing more murders.
I feel like I’ve spent years quietly waiting for Square Enix to start publishing visual novels, and I’m happy it’s finally happening. Visual novels are somewhat infamous for being relatively inexpensive to produce, and it’s so cool to see one of these games with big-budget production values. Although the art and music are wonderful, the high quality of Paranormasight mainly comes through in the strength of its writing, its manga-style mise-en-scène, and its excellent translation.
When I talk about the mise-en-scène, I’m referring to the cinematic framing of each scene. While many visual novels will show you a visually flat illustration of a character superimposed on top of a static background, Paranormasight puts a great deal of effort into making conversations feel more dynamic, with the camera following standard “line of sight” rules to show the player the conversation from different angles and perspectives. As a result, Paranormasight feels like reading a manga instead of reading an illustrated novel. This framing isn’t overly dramatic and doesn’t draw attention to itself, but it must have required an incredible amount of planning and effort to pull off with such skill and variety.
The same goes for the writing. The writing doesn’t go out of its way to appear “brilliant,” but the way the various threads of the characters gradually become woven into the larger story is incredible. Although you’ll often have to finish one character’s current storyline before continuing another’s, it’s cool how the game maintains its forward momentum while still giving the player a fair amount of freedom to move between characters and conversation topics. I also appreciate how none of the characters ever devolves into a stereotype, and how both major and minor characters have a balanced mixture of admirable and problematic character traits.
On a lark, I downloaded Paranormasight onto my older Nintendo Switch and played the prologue in Japanese. I can therefore say with confidence that the English translation is excellent. The translation team preserves the flavor of the original writing through canny localization choices, especially regarding the game’s more arcane vocabulary. I’ve been extremely annoyed with the translation of Tears of the Kingdom, which is filled with nonsense like “Ultrahand” and “secret stones,” so I appreciate how the English version of Paranormasight manages to make the more unusual and specialist terms that appear in the story seem perfectly natural.
Despite its goofy name and slightly silly supernatural premise, Paranormasight was created for an audience of intelligent adults. The game is very much mass-market entertainment published by a giant corporation, so perhaps it’s not as bold or edgy as it could be, but I actually think this market concession to “broad appeal” is a blessing. Sometimes it’s quite nice to read a horror thriller that has the confidence not to rely on sexual assault, fantastically grotesque violence, or poorly-disguised bigotry against minorities. As a fun bonus, there are no creepy “male gaze” character designs, just a wide range of character types who are drawn in an appealing anime-influenced style but still look like real people.
Paranormasight was developed in cooperation with the Sumida City Tourism Association, and the game does a fantastic job of giving the player a sense of its setting. This works especially well in tandem with the story’s theme of how many Japanese urban legends are closely connected to a specific place and the history of the people who live there. Although most of the gameplay involves choosing how to advance the conversation, there are also moments when the player is invited to explore an area via a visual panorama while investigating points that catch their attention. It’s fun to explore and learn about this weird little neighborhood in Sumida that’s been around since the Edo period, and you never feel as though you’re on the receiving end of a history lecture.
One of the coolest aspects of Paranormasight is its framing device, in which a narrator wearing a nineteenth-century kimono and a half-face Noh mask directly addresses the player. This narrator invites the player to watch the story through a Shōwa-era color television, one of the bulky cathode-ray screens embedded in its own piece of furniture.
The menu screen has a great time with this retro aesthetic, distorting the background with tv “noise” and curving the screen at the edges. From the menu, you can access an annotated index with entries for the characters, places, and historical incidents that appear in the story. Each entry is accompanied by an illustration and two or three paragraphs of text. I generally don’t bother with the annotated indices in visual novels, but the one in Paranormasight is especially well-written and edited to provide a satisfying amount of intriguing information without overwhelming the player with walls of text. I also love that the entries for the urban legends are illustrated with period-accurate woodblock prints.
For someone with my particular set of interests, Paranormasight is a 10/10 game. Even if you’re not into urban history or urban legends, I still think the strength of the game’s writing and the cleverness of its design are strong selling points. You can download Paranormasight as a phone app, but it’s perfect for Nintendo Switch’s handheld mode and well worth the $20.
By the way, if you’re intrigued by the concept of “virtual tourism through a visual novel,” I’d also like to recommend the supernatural mystery thriller Root Letter. Its story is set in the small city of Matsue in rural Shimane prefecture, which is also famous for its Edo-period urban legends. Root Letter is very good, but it’s nowhere near as well-made as Paranormasight. Square Enix really hit it out of the park with this one.
Let me cut to the chase: I really enjoyed Paranormasight and would happily recommend it even to people who aren’t horror fans. The game only has a moderate level of interactivity, so I’m not sure it would appeal to people who dislike visual novels. That being said, Paranormasight is at the height of its genre, and it’s as well-written, well-illustrated, and intriguingly presented as a visual novel can get.
A quick description of the story is going to sound like anime nonsense, but please take my word for it that this is a story written for an adult audience and bear with me for a moment.
During the early modern Edo period, an onmyōji wizard found the secret to a ritual that would bring someone back from the dead. In order to recreate the soul of the deceased, one would need to store sufficient “soul dregs” of murder victims inside a ritual object. The wizard managed to perform the ritual, a process that resulted in nine deaths. The history of these deaths has survived to the present in the form of urban legends about the “seven mysteries of Honjo.”
Late one night, ritual objects in the form of wooden netsuke charms mysteriously appear in the hands of nine people in the Honjo neighborhood. In addition to the physical charms, these “curse bearers” have inherited the resentful memories of the victims of the original ritual, as well as the power to kill others with a curse, which they’re able to trigger when certain conditions are met. If one of the curse bearers manages to kill enough people, they’ll be able to perform the ritual of resurrection – but only if another curse bearer doesn’t kill them first.
Paranormasight opens with a stand-alone prologue in which one of the curse bearers meets a gruesome end. When the prologue is concluded, the story is taken up by three more curse bearers: a grieving mother whose young son died in a kidnapping incident, a high school girl whose best friend committed suicide, and a senior police detective assigned to investigate the mysterious death of a youth truancy officer. All three of these protagonists are sympathetic, as is the friend accompanying each of them. As the story unfolds, they gradually begin to work together in an attempt to figure out what’s happening so that they can survive the curse while preventing more murders.
I feel like I’ve spent years quietly waiting for Square Enix to start publishing visual novels, and I’m happy it’s finally happening. Visual novels are somewhat infamous for being relatively inexpensive to produce, and it’s so cool to see one of these games with big-budget production values. Although the art and music are wonderful, the high quality of Paranormasight mainly comes through in the strength of its writing, its manga-style mise-en-scène, and its excellent translation.
When I talk about the mise-en-scène, I’m referring to the cinematic framing of each scene. While many visual novels will show you a visually flat illustration of a character superimposed on top of a static background, Paranormasight puts a great deal of effort into making conversations feel more dynamic, with the camera following standard “line of sight” rules to show the player the conversation from different angles and perspectives. As a result, Paranormasight feels like reading a manga instead of reading an illustrated novel. This framing isn’t overly dramatic and doesn’t draw attention to itself, but it must have required an incredible amount of planning and effort to pull off with such skill and variety.
The same goes for the writing. The writing doesn’t go out of its way to appear “brilliant,” but the way the various threads of the characters gradually become woven into the larger story is incredible. Although you’ll often have to finish one character’s current storyline before continuing another’s, it’s cool how the game maintains its forward momentum while still giving the player a fair amount of freedom to move between characters and conversation topics. I also appreciate how none of the characters ever devolves into a stereotype, and how both major and minor characters have a balanced mixture of admirable and problematic character traits.
On a lark, I downloaded Paranormasight onto my older Nintendo Switch and played the prologue in Japanese. I can therefore say with confidence that the English translation is excellent. The translation team preserves the flavor of the original writing through canny localization choices, especially regarding the game’s more arcane vocabulary. I’ve been extremely annoyed with the translation of Tears of the Kingdom, which is filled with nonsense like “Ultrahand” and “secret stones,” so I appreciate how the English version of Paranormasight manages to make the more unusual and specialist terms that appear in the story seem perfectly natural.
Despite its goofy name and slightly silly supernatural premise, Paranormasight was created for an audience of intelligent adults. The game is very much mass-market entertainment published by a giant corporation, so perhaps it’s not as bold or edgy as it could be, but I actually think this market concession to “broad appeal” is a blessing. Sometimes it’s quite nice to read a horror thriller that has the confidence not to rely on sexual assault, fantastically grotesque violence, or poorly-disguised bigotry against minorities. As a fun bonus, there are no creepy “male gaze” character designs, just a wide range of character types who are drawn in an appealing anime-influenced style but still look like real people.
Paranormasight was developed in cooperation with the Sumida City Tourism Association, and the game does a fantastic job of giving the player a sense of its setting. This works especially well in tandem with the story’s theme of how many Japanese urban legends are closely connected to a specific place and the history of the people who live there. Although most of the gameplay involves choosing how to advance the conversation, there are also moments when the player is invited to explore an area via a visual panorama while investigating points that catch their attention. It’s fun to explore and learn about this weird little neighborhood in Sumida that’s been around since the Edo period, and you never feel as though you’re on the receiving end of a history lecture.
One of the coolest aspects of Paranormasight is its framing device, in which a narrator wearing a nineteenth-century kimono and a half-face Noh mask directly addresses the player. This narrator invites the player to watch the story through a Shōwa-era color television, one of the bulky cathode-ray screens embedded in its own piece of furniture.
The menu screen has a great time with this retro aesthetic, distorting the background with tv “noise” and curving the screen at the edges. From the menu, you can access an annotated index with entries for the characters, places, and historical incidents that appear in the story. Each entry is accompanied by an illustration and two or three paragraphs of text. I generally don’t bother with the annotated indices in visual novels, but the one in Paranormasight is especially well-written and edited to provide a satisfying amount of intriguing information without overwhelming the player with walls of text. I also love that the entries for the urban legends are illustrated with period-accurate woodblock prints.
For someone with my particular set of interests, Paranormasight is a 10/10 game. Even if you’re not into urban history or urban legends, I still think the strength of the game’s writing and the cleverness of its design are strong selling points. You can download Paranormasight as a phone app, but it’s perfect for Nintendo Switch’s handheld mode and well worth the $20.
By the way, if you’re intrigued by the concept of “virtual tourism through a visual novel,” I’d also like to recommend the supernatural mystery thriller Root Letter. Its story is set in the small city of Matsue in rural Shimane prefecture, which is also famous for its Edo-period urban legends. Root Letter is very good, but it’s nowhere near as well-made as Paranormasight. Square Enix really hit it out of the park with this one.