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This review contains spoilers

Whoo boy, I have some. contentious. opinions about this game. I don't like it very much at all, and I'll get into that below. But the short version is, the focus on absolute player freedom robs any of the choices you make of any weight or meaning, so this is an absolute failure of a detective game and I'm convinced people just like absorbing themselves in the aesthetic while putting on a facade of a detective story. Unfortunately the aesthetic isn't to my taste.

So. This is nominally a detective game, but it has a mission statement of giving the player absolute freedom to interpret the evidence how they want. The issue is, when you have all the evidence the truth of the matter is pretty unambiguous, and the game gives you assistance in finding all the evidence and no strong reason not to. Since they wanted any outcome to be valid, they couldn't actually reward you getting the correct one in gameplay or narrative, so the trial doesn't have any interactive arguments or dynamic elements, you just say what you think happened and the game uncritically accepts it unless you have absolutely 0 evidence. And then after the trial you can punish anyone you want in any way for no reason. So your investigation and the trial, the process of 99% of the game, had no consequence whatsoever, and the game's motto of "facts and truth are not the same" rings hollow because the facts DO point towards an unambiguous truth, making the free choice that destroys the rest of the game's design pointless anyway.

Think about Fallout New Vegas. Unlike past games in the same engine, which make heavy use of essential flags, you can kill any and every character in that game, and only one will come back. However, this leaves you with an empty, barren and boring game world. It's neat trivia, and it's something the player has freedom to do, but if you want to actually enjoy the game it's not something you're gonna plan to do. In Paradise Killer, you can accuse any character of any crime for any reason. For me, like FONV, this feels like empty whimsy, but Paradise Killer builds its game systems around this and fails to reward actual investment in the mystery story.

The collection of the evidence is also tedious and unsatisfying. Traversal of the open world is... ehhhh. And when you get evidence, rather than drawing conclusions or being presented with questions it can answer at the trial - the trial can't be scripted like that for player freedom, so instead the game just tells you what the evidence means. And even if it's perfectly incriminating, if you confront who it incriminates they just brush it off with a single dialog line, telling you to wait for the trial for any satisfaction. The trial is not satisfying.

Also, blood crystals being finite currency you can spend infinitely to fast travel is just. Wack. The open world itself, to warrant fast travel in the first place, is another element that brings only aesthetics through its collectibles and lore dumps, with absolutely no benefit to the detective gameplay.

Very original (and eccentric), both in the worldbuilding and in the vaporwave aesthetics. The world feels wholly other as you explore it. As an investigative game is therefore pretty charming: you have to deal with both the mass-murder case and with a quite complex lore at the same time. And all without the amnesiac hero trope: a good use of user/avatar memory discrepancy.

It's a real shame to say but I think this game is too well made for me to enjoy it properly 😔

That may sound off, but my score is personal to my experience and my enjoyment, which unfortunately both grew more strained the longer I played for. To be clear off the bat, this game being a fully explorable map was not something I expected at all, especially not anything so big and complete, it's wild really. That aside though, the investigating areas and interrogating characters is exactly what I wanted, and there's a lot of that which was perfect... Until there was a little too much of it.

It feels strange to say, but without spoiling anything there is so, so much more to this mystery than it first appears. I was 9 hours in and suddenly meeting new characters for the first time uncovering huge new parts of the story that I hadn't even considered to that point. To preface, this is largely because of how *I* played, and I'm sure most people would've found this much earlier than I did, but therein lies most of where this game feel short for me to be honest.

Paradise Killer is so unbelievably open that you're quite literally just sent out onto the island. The nature of investigating means you're constantly finding new clues, hearing testimonies from people and then checking out their stories to see if they hold up. Which in a single game mechanic, translates to backtracking. You will speak to the same people so many times throughout the game that just travelling across the map to get to them becomes a chore. You'll retrace the same paths so many times it may take you 9 hours to realise that there's a whole other area you've never been to because you were planning on exploring it after you'd expended all the clues to be found in this location first 😅

To further this issue, at least for someone as directionally challenged as myself, the map simply isn't very helpful. Some locations require specific routes to be reached and even by the end of the game there were places I'd been to a dozen times and could still only access by climbing up somewhere nearby and jumping down to it from above. And to make this problem sting just that bit more, the fast travel system costs in-game currency (crystals you find around the map) to both unlock each travel station and then costs again every single time you use it. So lazily skipping to that one guy who's miles away from everyone else and then doing it again to come back costs 2 crystals. Which are also used for other things on the island, and are in finite supply, so by the end i'd run out and was forced to run the entire length of the island multiple times bouncing between suspects and key locations 😭

Anyway I've rambled more than I wanted to already, I don't mean to knock this game per se but a couple of frustrating design choices paired with too much freedom for my personal liking made for an almost too realistic Investigative experience. I'm a big fan of a lot of what the game has and does, but the case files grew too great for me to keep up with and constantly running back and forth and getting lost just made it feel like a chore to get through by the end, sadly.

If the idea of investigating this way appeals to you by all means please go play and love it, just know in advance that you have total agency over the order you do things which can very easily bite you when you decide to speak to A before B only to learn that B gives you a new question for A :p

Didn't expect this to be my next review but just wanted to share those thoughts I s'pose. Two things I can't criticise at all for this game are the art style and the music, my god is the island a vibe to be on when you first start😌

That'll do it, thanks for reading y'all. I'm working through Elden Ring at the minute (it's great, I suck! :D) so my next completions will likely be smaller games I've picked up on steam recently. Getting pretty eager for Apollo Justice though so anticipate a potential review for that maybe.
Take it easy🙏

Some quick micro-reviews for anyone interested in stuff I haven't talked about--
- FF13 was fantastic, really loved the setting, story and characters. Combat was fun but the level design could've been more interesting.
- Knowledge or Know Lady was dumb as hell, had a lot of fun with that.
- Max Payne 3 is unquestionably a Rockstar game pretending to be Max Payne but the gunplay is unreal so its hard to care. Also I started listening to Health so that's neat.
- The World Ends With You was great too, really enjoyed the narrative and characters in that, looking forward to trying NEO and hopeful that the controls will be less awkward.

The best game you've never heard of, Paradise Killer is pure vaporwave bliss. The freedom of gameplay in both exploration and while crafting the "truth" of its mystery is unmatched, and its perfect soundtrack is permanently etched into my brain folds. 🎧

This review contains spoilers

Paradise Killer is an immediately familiar experience: every bit of it can be recognised from elsewhere. It is a collage in video game form, borrowing liberally from Grasshopper's Kill the Past series (cheekily commodified in-game as the refreshing beer "Kill the Thirst") and psychopop murder mystery DanganRonpa, stylised in pastel vaporwave aesthetics: a genre wholly dependent on duplication. Barry "Epoch" Topping's city pop/yacht jazz-inspired soundtrack immediately echoes the YouTube algorithms of those of us ruined by Mariya Takeuchi and Toshiki Kadomatsu, though it is original and sample-free.

One might see these numerous references, homages, and borrowings and accuse Paradise Killer of unoriginality, but the borrowings are the point: Paradise Killer is the Ur-hauntological adventure game, with each of its disparate parts key to its whole.

Beyond the limits of reality exists the Island Sequence: a pocket dimension ruled over by a cadre of immortal narcissists called The Syndicate. Ostensibly created as worship to the Syndicates' many eldritch Gods, it's essentially an eternal vacation home. Beachfront living and luxurious cocktails for the immortals, while the Citizens—regular humans who've been trafficked across dimensions—are forced into gruelling slave labour to keep the Islands running. It's always a temporary arrangement; every thousand or so years, the Island falls prey to demon invasion, requiring the creation of a new Island, the migration of the Syndicate, and the slaughter of the Citizens to appease the Gods' wrath.

Paradise Killer opens on Sequence 24 as it begins to wind down, as all Sequences do. Preparations are being made for Perfect 25, an idealised "Forever Island" supposedly immune to demonic influence. Just as migration begins, tragedy strikes Paradise: the High Council have been slaughtered in cold blood, throwing 24 into lockdown and disarray. Investigator Lady Love Dies, previously exiled for 8000 years after falling prey to demonic seduction, is brought out of retirement by the Syndicate's judicial body to solve the case. The player, as Lady Love Dies, scours Sequence 24 for clues, meeting the larger-than-life Syndicate members, and looking for holes to poke in their testimonies when it's time to hold court.

Sequence 24 is a dreamlike hodgepodge of spatial design: a tropical beach resort punctuated by realistic Japanese danchi-style public housing, as well as surreal pyramids, temples, and ziggurats. The landscape is bathed in different shades of neon, as modern architecture combines with Doric pillars and ancient sculpture. Any screenshot is a potential vaporwave album cover. It's also a profoundly lonely experience; each of its characters are spread far apart from each other, occupying their own luxurious "Generation Me" living quarters. Lady Love Dies wanders across the island alone, music fading in and out the closer the player is to a radio tower. What results is an empty shell of a city, a hyper-stylized monument to hedonistic ambition and hubris.

The vaporwave influence is far more than a stylistic choice: a simultaneous celebration of a mythologised recent past, and a critique of the continued failures of capitalism, Paradise Killer's style is key to its themes. It is no coincidence that vaporwave is preoccupied with 1980s Japan, the height of the bubble economy before it burst in 1991, resulting in the economic downturn of Lost Decade—which, as of 2021, has continued as The Lost 30 Years. Like a wistful snapshot of an 80s metropolis, Sequence 24 is a wonderpark; a collection of non-places. As the late cultural theorist Mark Fisher would write in his 2012 essay "What is Hauntology?", "[non-places'] resemble one another more than they resemble the particular spaces in which they are located, and [their] ominous proliferation is the most visible sign of the implacable spread of capitalist globalization. The disappearance of space goes alongside the disappearance of time: there are non-times as well as non-places." Paradise Killer, similarly, is wholly unstuck from time: the Syndicate have successfully dragged out their late 20th century summer vacation for thousands of years, but it is not enough: perfection must be endless.

Echoing any economic bubble, every Island Sequence has been a profound failure, setting up Perfect 25 to be a fiction within the game's own fiction. The Syndicate gaze foolishly to a past that never existed, believing they're looking to a bright future. Paradise's late capitalism has lasted thousands of years, and it's set to continue brutally and unabated—always somebody else's fault, the self-absorbed death drive of the Syndicate will march on.

Paradise Killer is a visually enticing adventure; the surface-level beauty of Sequence 24 eroded with each new allusion to the utter bleakness that is the prerequisite to its existence. A world of multicoloured plastic shit, the vacation spot that's a “““nice place””” but you wouldn't want to live there—unfortunately, thanks to neoliberalism, we already do.

Hey, at least you can pick your favourite product.


I'd initially been drawn in by the absolutely wonderful soundtrack as well as the overall aesthetic and these are truly the highlights of the game. Paradise Killer oozes style, from the character designs all the way to its world lore. Learning information about what had happened in the past took a while to get interesting but that ended up being my main drive, rather than the whole murder business (more on that later).

While I liked the aesthetic of the world, the same can't be said about the world itself or traversal. Some areas of the map are a hopeless mess (I hope Perfect Island 25 decided to actually employ a city planner), while actually moving around became a chore thanks to some finicky controls, weird momentum shifts and the fact that Lady Love Dies apparently cannot move across the slightest bump in the ground without jumping over it.

However, Paradise Killer's main crime is that it's not a very good murder mystery or detective game. Actually exploring the whole island is nice shake up, but all you're really doing is finding the clues. There's no brain power required on the part of the player to solve "The Crime to End All Crimes" as everything is spelled out to you in big obvious letters on finding a clue, leaving the rest of the game to play out more as a visual novel, and a visual novel that loves to repeat itself. The trial at the end was such a disappointment, requiring the bare minimum of thought to solve what happened.

And yet I kept on playing - sometimes a game's style really can be enough to pull you through to the end. It wasn't an amazing experience (and it certainly isn't much of a detective game) but I it was quite relaxing and chilled out.

The premise implies a procedural whodunnit, à la Phoenix Wright, but it's actually much stranger than that - it's closer to an open-world collect-a-thon, though one where almost every item is important, a key puzzle piece in an overarching mystery. Or rather several, interlinked mysteries; a multiple homicide and missing person at first, then followed by matters of break-ins, sacrifices, genealogy, demonic possession, fanaticism, and every suspect bearing a secret that may or may not implicate them in all of the above. Combine this with the Pynchonian naming conventions (Kafka Memory, anyone?), the vaporwave soundtrack, and a surfeit of red herrings to add flavour, and you have a very strange game, the type of which I've never really encountered before. Compared to Phoenix Wright, the immediate appeal is the freedom. You can visit the suspects in any order, revisit them with new evidence and testimony to uncover a fresh angle, or just keep exploring a gorgeously designed world map. It uses the uncanny nature of a lifeless game world to tie into its theme of religious hubris - the powerful rich using the powerless poor to create their own fantasy of perfection is given an effective, literal analogue here, and the writing is intelligent enough to trust us to understand this without pressing the point too hard. The main issue is that this all becomes clear within the first half of the game, and because of the player-created structure there isn't the same kind of momentum as a traditional whodunnit - the only tension is whether you can hoover up the last bits of evidence. And the trial is a big disappointment, too, especially given how it set up a difficult situation regarding sympathetic (but not blameless) participants in the crime, then sweeps any complications in character relationships under the rug with a truncated epilogue. Still, one of the most ambitious games of recent times - I can't imagine I'll forget it any time soon.

No es difícil concretar lo que hace de Paradise Killer un gran juego. Se trata de una historia de detectives que no exige mucho esfuerzo deductivo de tu parte y te anima a que relajes y disfrutes del drama. Y hay mucho, mucho drama que disfrutar, con una escritura más que competente.

Pero Paradise Killer también hace un par de cosas únicas. La primera tiene que ver con tu capacidad de movimiento. Es algo que al principio se presenta como un mundo abierto más, parecido a Morrowind o a un mapa especialmente trabajado de Garry's Mod. Pero esa percepción cambia cuando aprendes a saltar, a saltar doble y a hacer dashes. De repente, el juego no va de acostumbrarse a un mundo gigantesco que te obliga a ir por un camino. Hemos abandonado los Metroidvania y entrado en un Mario que te deja jugar a tu antojo. Algo más cerca de 64 que de Galaxy.

El otro aspecto único es la manera en que esa libertad alimenta tu juicio personal de la Isla y sus habitantes. Como toda historia de detectives que se precie, Paradise Killer quiere entretenerte con un misterio enrevesado pero descifrable, que respeta tu inteligencia sin darte el plato masticado. Pero también es una historia que confía en que juzgues lo que ves, que observes quién tiene derecho a la inmortalidad o está condenado a desaparecer, y te plantees hasta qué punto vale la pena, como dice nuestra protagonista, devolver la vida al Paraíso. Tal vez sea cierto que el crimen corrompe, pero en este mundo dejado de la mano de (los) Dio(ses), el amor hace mucho que se fue.

Además de eso ¿Soy yo, o todo el mundo aquí está bueno que te pasas?

------------------------

It's not hard to pin down what makes Paradise Killer a great thriller. It's a detective game that doesn't demand much from you part and encourages relaxing and enjoying the drama. And there is lots and lots of drama to enjoy, with writing that's more than competent.

But Paradise Killer also does a couple of unique things. The first has to do with your movement. At first, it loos like this is just another open world, similar to Morrowind or a carefully crafted Garry's Mod map. But that perception changes when you learn to double jump and dash. Suddenly, the game isn't about getting used to it, but making it your playground. We've left Metroidvanias behind and entered into the realm of the Marios, the ones that reward exploration like 64, not so much like Galaxy.

The other unique aspect is the way in which that freedom feeds into your personal judgment of the Island and its inhabitants. Like any self-respecting suspense, Paradise Killer wants to entertain you with a complex but enjoyable mystery that respects your intelligence without giving away too much. But it is also a story that relies on you to judge what you see, to observe who has the right to immortality or is doomed beforehand, and to ask yourself if, as our protagonist says, breathing life back into Paradise is worth it. Perhaps it is true that crime corrupts, but in this world left by the hand of God(s), love has been long gone.

Also, is it just me, or is everyone here incredibly hot?

The big reason to play Paradise Killer is for the vibes - and that's not a bad thing.

The mystery itself is enjoyable and the collectathon first-person platforming is decent enough (if a weird combo with the VN detective bits) but that's not the reason this game will stick in your mind.

The reason this game stuck with me is the worldbuilding - and uncovering just how fucked up Paradise really is, with its obsession with reviving evil gods and violent rituals, whilst the game itself is submerged in vibrant vaporwave is really the core of what makes Paradise Killer stand out. It's one of the few games I stopped to read the flavour text and take in the environment - there's a whole Pantheon of Gods and lore surrounding them that really help you buy into what could otherwise have been a fairly routine detective-style mystery game.

Because of that unique worldbuilding though, it makes this one an easy recommend.

I'll see you on the Perfect 25.

If I could pick one game to experience for the first time ever again, it'd be this one or Undertale fistfighting for the honor. This game was made for me. It's City Pop Friends At The Table Cosmic Madness Glam with the best fucking writing and design I've seen in ages. Immaculate and beautiful and has more style and heart in one pinky than most games can dream of.

This review contains spoilers

A really unique detective exploration game in a synthwave style. The soundtrack and visuals are amazing. The world building was phenomenal and tied into the exploration element of the narrative. The map design and dense and rewarded active exploration, and the journal mechanic meant you could keep track of all your discoveries.

The plot has many endings for the player in the form of different leads with a set of questions to answer. Your answers open and close options for the ultimate decision so you get as much out as out for detective story as you put in.

8.5/10

A very fun murder mystery with a killer soundtrack. The setting is so bizarre and out there that I never got tired of learning more about the world and the NPCs. There isn't much to the gameplay, just a lot of exploration and some light first person platforming, which does get old after a while, but thankfully I was almost done with the game by the time that happened.

Mostly quite good. Really vibed with the game's vaporwave aesthetic, which is something I'm not typically into. I feel like the world really grew on me--initially I thought it was needlessly full of a bunch of whatever. (And, to be fair, I never really became satisfied with the endless walking around through the world. There is a fast travel system, but the blood crystals are such a scarce resource for a while that it never feels great to use them too much for that, and by the time you get to the late game and have a bunch of them, there's so much to catch up on around the island that it feels unnecessary, because a trip from A to E just means an opportunity to check off a bunch of things at once.) But by the time I got done, I really appreciated the sprawl of it all, especially the densely-packed residential zone.

I think my biggest complaint might actually have been baked directly into the format of the game (and maybe the genre?). The fun of the game is in unraveling the mystery in preparation for the trial. I didn't start the trial until I became confident about what was happening, and had a clear picture of the events that transpired, because I wanted to succeed at the trial. But as a result, the trial itself--the climactic moment of the game--amounted to little more than a recapping of all of the information I had already collected. It wasn't really a thrilling high point, it was just a sort of formality.

Sort of a fizzler there, but until then quite good. Yuri can eat shit tho.

If I told you the developer of this game had never heard of SUDA51, you'd be well within your rights to slap me in my face and repossess my entire video game collection. Paradise Killer is pretty blatantly swaggerjacking SUDA51, like, the whole entire aesthetic is fucking farm to table. But those with a learned and discerning eye will note that aside from the deviantart-tier character designs, the guys behind PK are actually pretty fucking good at replicating that off-kilter and smooth style that people attribute to SUDA51. There's a bunch of flashy nonsense thrown at you that can be kind of fun to think about. Its the kind of thing that seems low effort but will miss and seem horrible if done poorly (see dumb bullshit like Killer is Dead and all those bad games that aren't really by SUDA51).

Mechanically, the game is pretty sorely lacking. It could have been better. Could it have been good? It does one super fascinating thing, which is to stitch a visual novel onto a 3D platformer. Gives you a world to explore, even if it is mostly just an excuse to get text dumped at you. There are some fun platforming moments. The way the game teaches you about fall damage, oooooh baby. That's fucking video games right there. But otherwise, eh. The detective elements are mostly just a function of exploration, which due to a completely horrible map falls short of what it should be.

The map. My god, the map. How? Why? Is a compass forbidden by the dead gods of that world? Is navigation considered an impure skill, evidence of illegal enthrallment? This game largely consists of walking back and forth across a map with no consistent way to orient yourself thereon. Why? Even just an indicator of north: surely, I overlooked something; surely the Nintendo Switch just can't handle that sort of complexity and the feature is available on other consoles; there must be some rational explanation for this.

Exploring the map on the moment to moment level can be fun. It should be fun. There are a million little collectibles and it must be underscored how good the music is. At the beginning of the game you still need to talk to everyone, so its easy to make progress. As real navigation matters, the annoyance sets in. There is a fast travel system but the reliance on currency made that difficult to take advantage of. The map isn't even easily accessible.

The writing is silly and dramatic and cool. There are some ruminations on the nature of truth that I can dig for sure. Those don't really go anywhere and I didn't think the end result (that I reached, at least) was all that much deeper than a Poirot novel or something like that.

Paradise Killer is close to fine. It's stylish and tries to be interesting. I'd buy these guy's next game, they're sure to get there someday. I don't know if this is really worth it. But if you'd like to waste some time, there are worse ways.

Paradise Killer is a disease many of us carry.

Every day I go to the office for my day job. Ten or so minutes before my lunch arrives, I get up from my desk so I can meet the delivery guy at the entrance. I go to the employee vending machine, which a cool tech company like the one I work for must obviously have to give sugary goods to its workforce of adult children. I type in thirteen on the numerical keyboard to get my coke zero. People behind me talk about a minor inconvenience from someone smarter than them halting their work, therefore Ruining Their Life. I’d like to think that they have enough spirit in them that this comes from jealousy for the guy who still has the ability to not care. I drink my coke zero outside while I smoke my cigarette. I wish the delivery guy a nice day. The app I ordered through immediately prompts me to “rate my experience”. I give both the courier and the restaurant the maximum rating. There is only one elevator at the ground floor, and a person just got in. His eyes meet mine. He pretends not to notice. The elevator leaves right as I arrive in front of it. I think about Paradise Killer again.

---

Some (including me) might scoff when hearing the dreaded phrase "vaporwave aesthetic". It's something that was entirely built on disparaged community efforts for an entire decade, so it can mean different things to different people. Most of the time it's nothing but shallow images, memes grabbed from the garbage that builds social media feeds. Ironically, this is somewhat trve to the original concept, but usually frauds do not go deep enough to understand the intricacies of the hauntology that ties it all together.

Vaporwave fundamentally is a twisted corporate aesthetic. A decaying tape of consumerism and new age hubris. Each part is present to an extent, though the proportions are flexible. It could hark on back to the advertisements your brain was blasted with as a child. Many stop here. But I think the new age is part is where the really interesting stuff can happen. You see, new age at it's core was a product for the lamest people you will ever meet. Management people who forgot what life is needed spirituality, and so grifters emerged to meet their demand. There was no fundamental change required, it was an distraction they could leave in their car when they clocked into work. It wasn't real. It was an aesthetic to buy into.

Paradise Killer has a firm grasp on this. You are in a society obsessed with reviving Evil Dead Gods. Your paradise is dying, and most people are already on the next one. A world of decadence for the elite, maintained by the literal sacrifice of the lower classes. This game is for the real ones.

Betraying expectation, the music is more reminiscent of jazzy city pop classics rather than the ambient sampledelia people usually associate with vaporwave. The inspiration is a lot more Tatsuro Yamashita's excellent nostalgia heartwrencher For You (1982) than Vektroid's haunting fever dream Macintosh Plus - Floral Shoppe (2011 (god I remember when this album was only a month old)). The reason might be practicality as projects like Floral Shoppe are entrenched in copyright hell. The music is meant to be diegetic, there are speakers all around the island. Also people oppressed under a cult would not be listening to ironic remixes of their own life. Not that they get a choice, there are no controls on those speakers. Regardless, easy listening city pop is not just more fitting, but makes for incredible bangers.

I would assume that if you are reading reviews of this game on Backloggd, you are already aware that this is The One Good Detective Game. If you didn't, well now you do. The plot is stringed around the game's world, giving you as much control as possible in unearthing it. And you will dig deep. There is only one solution to a problem, but there are many problems to solve, and no route is presented as the "true path". This is not a visual novel with some puzzles.

It's shocking how well this is implemented. You can follow a hunch! How many games have this? You are connecting clues in your head as you walk around the empty streets. You get an idea, you check your notes, you think of a way you could confirm this. If you know something, the game will not gaslight you for 20 minutes while the main character catches up.

Ten minutes into the game, you are free to begin the final confrontation any time you want. Do your facts build a truth? The game won't tell you. In fact let me spoil it a little bit for you: the game will never spell it out for you. It respects you enough to just present itself, and leave it up to you to interpret it.

Is the mystery really that important? The world is so alluring. A twisted image of the corporate world I submerge in five times a week. A big crime happened. Residents sure don't seem to care that much, they just want it behind them. There is work they must do. Some of them are not that happy about the cult thing. You can give answers where you are critical of it. But you cannot give answers where you long for a life. Most people (you included) is defined by nothing but their work. The system is larger than any individual. One of the first collectables you find triggers a short cutscene. It will tell you that there will be a next Paradise Island. No matter what your actions are, it will not end this madness. Solving a crime does not solve the Genocide Machine, it is part of it.

The gameplay has a similar structure to the story. There are no levels or segments, the island is open from the start for you to explore. In order to guide you in this exploration, the developer decided to take the collectathon approach. The map is littered with all kinds of trinkets for you to grab, some meaningful, most not. Readers of peculiar taste would need no inclenation to let every vertex of Paradise Island 24 seep into their pores. For the more well adjusted, the collectibles will beckon them to check every alley, every patch of grass for a new vending machine or a tape. The map feels the exact right size, and is quite varied despite each area only being a 2 minute walk from eachother. The surrealism really comes into play here, the pristine vacation town will do its best to evoke nostalgia in you for a time that never was.

I was a little reminded of the liminal space craze from a year ago while playing. I felt things from some of those images. The concept is this: it usually shows a place that was designed to have tons of people move through it, like a mall. But instead you are shown when its empty and kinda dimly lit. Your brain freaks out a little from this. People who live in the city know this feeling well. You are unsafe alone. You get used to the noise other people generate. A commercial building is not a place where this should be amiss. The game didn't quite manage to catch on this, but I feel like it should have. It reminds me of old chat worlds I loved exploring when I was younger. Did I ever see an online 3d chatroom with tons of players in it? I can't remember if I did. Extra points for hitting my personal vaporwave senses without ever presenting your game world as defunct metaverse or whatever.

After I finished the game, I felt satisfied. Yet when the elevator comes back to take me back to my coworkers my mind is still on Paradise Island 24. Make no mistake I love the people I work with. Before I felt nothing but rage on how The Machine was breaking them in. Paradise Killer grabbed me by this thread in my soul and choked me with it. Give it a spin the next time you find yourself in an energy drink fueled haze at one in the morning.

So I walked away entirely unsure of what the devs believe and I still am but to me it's one of the most damning condemnations of cops and punitive criminal justice systems ever made

The biggest complaint I have with Paradise Killer is that it didn't account for how much of an idiot I am, but I do think it reflects how awkwardly the two gameplay halves interact with one another. I got the collectible upgrade a bit too early, so instead of actually focusing on the interesting story and characters while unraveling the mysteries of Sequence 24, I meditated over and over seeking blood crystals and relics.

The platforming/exploration side of Paradise Killer is pretty satisfying, especially in relation to most other first-person experiences. The characters and mystery are also really engaging. I don't want to undersell either side of it, but it too easily allowed for a disconnect for me; I overloaded on world lore before even meeting the vast majority of the game's weirdos, to the point where I stopped even reading relic descriptions by the time I focused on the murder case itself. It kind of reminds me of Murder by Numbers in that way, another game that sort of awkwardly mashes two genres together, but I actually prefer it there since it controls how its two halves are paced.

Also, while the characters are more unique here I was more invested in Murder by Numbers' players. This is more of an emotionally disconnected experience, which is fine. I don't think it's possible to make a straight-faced "sincere" psycho-sexual demonic-sacrifice murder mystery, and any remaining chance is demolished by an overwhelmingly vaporwave score. [They're good beats, for what it's worth.] It's not the end of the world that I have that disconnect, because the style is delightfully strange enough to make getting through the narrative a breeze. I doubt I'll forget it any time soon.

A couple other minor things about this pretty cool game:

[1] The finale is a bit anticlimactic, maybe because I was thorough, but honestly it would just amount to clicking evidence over and over whether I was an investigation freak or failure.

[2] The generic audio quips in this game are kind of confusing? I understand the shortcut of using some general defaults to save on voice sessions and the like, but they're so often too specific here and at times completely irrelevant to the dialog? Like something will read as purely inquisitive and the voice quip attached to it is like "YOU'RE TESTING MY PATIENCE." Odd!

[3] Well, maybe this one is less minor to me now that I'm working my thoughts out: the blood crystal system reminds me of lives in more modern Mario games. As in, they feel worthless but they're still a currency you have to deal with. Definitely could have been cleaner on that front, especially with regard to fast travel. I don't particularly enjoy feeling like I'm having to make a choice between wasting a limited currency [at least I assume it's limited] or running the entirety of the bridge to the holding cell again [which, running, takes like 45 seconds, just the bridge; completely insane, really]. I definitely didn't run low on crystals, but it's a pressure this game doesn't need. There could have been numerous reasons they went this route; I can see just wanting to discourage using fast travel so you explore the world yourself more. I don't know what the right answer is, I just don't think what they came up with is ideal.

The gods have been killed in a closed room and you are summoned to investigate the crime.
Talk to suspects, collect clues and perform a judgment over those you believe are the culprits.
It sounds simple enough and maybe even boring to some people but trust me, discovering bit by bit what happened to the island and the inhabitants is interesting as fuck and makes one of the best detective games I've played.
The visuals, artwork and music overflow with charisma to make a unique game in the genre.
To keep talking about things I find great in this game would spoil a lot of the experience so just go and play it.

This game makes me cum. God fucking damn is it sexy.

O mundo aberto estraga este jogo completamente
Seria tão melhor como apenas um visual novel sem o traversal merda

Paradise Killer's hook may be a little difficult to grasp without having played it- It's a murder mystery story, obviously, and a great one too, but it's more than that.

The real selling point of Paradise Killer is the "open world" part. It's not just a linear quest that just lets you meander as much as you want, it makes complete and perfect use of its open-endedness to be something that very few games before have done: To put it bluntly, Paradise Killer is the rare detective game that actually makes you feel like you're a detective, rather than just some guy being led through a linear, scripted "investigation" that you have no input on. Paradise Killer actually lets you tackle any of the many threads of clues in any way- you can focus on any given one before the others or even ignore some completely, the choice is yours and it feels real.

This ties extremely well into the story- like the investigation itself, it's up to the player to deepen their understanding of the lore of Paradise Killer's world. Almost everything in the game is optional, collectibles, character plotlines, even the investigation: you're allowed to start the trial early and try to manipulate it in any way you desire, even to purposefully accuse innocent characters to save your favorite ones.

Almost every other aspect of Paradise Killer is stellar- the characters are all immediately interesting and all have their own hidden complexities, the music is amazing and the atmosphere is incredibly memorable- just existing in the world of PK is a treat. It's such a beautifully executed game, and I'm eagerly looking forward to whatever comes next.

An absolute banger. Vibing on japanese streets to a beautiful citypop soundtrack while unravelling a fascinating mystery. Just great shit.

Also it's very stable. Just the best QA'd game I've ever seen. Whoever did it must be very good

I really liked this game, but the grammatical errors absolutely ruin it for me. "Okay, you type your reviews like a menace" this is a published game. You should be able to use commas correctly. In this game, there are no (or very few) commas used with direct addresses. Instead of saying, "You should come to my house, LD." it's "You should come to my house LD." Incredibly pedantic, but it pisses me off so much because i actually liked all elements of this game. Im still rating it very positively- this game would not get higher than 4 stars for me even if this mistake was corrected- but seriously. I (obviously!! look at how this is typed!!) dont care what your grammar is like in your social media posts, just when it's a published work! With unintentional errors! It kills me!

Anyways, i loved the story, i loved figuring everything out, and i loved exploring! I played on switch and i would play on pc in the future because i think first person platforming is bad on switch and I didn't explore everything i wanted to because i am just a mouse and keyboard first person controls person at heart. but as a fan of weird ass mysteries, this really entertained me.


Interesting well written sandbox murder mystery with mysteries inside mysteries, in an even more interesting Vaporwave inspired setting involving syndicate and council members living in a pocket dimension called Paradise Island. The island is regenerated after mistakes/tragedies with the coming 25th said to be perfect. Each with adducted enslaved citizens to serve as fuel to resurrect ancient genocidal gods, run by a council that has lived for thousands of years and other chosen who have started to grow bored of their lives, the way things are run, or their place in the island's hierarchy. When the council is discovered to be murdered by what is assumed to be a demon an investigator is called back after over 3,000,000 days of exile to discover the truth.

The look, setting, writing, music, and being rewarded for looking into things and exploring are the strong parts of the game. The actual investigating and case connections are basically done for you when you find new information by exploring the environment or questioning characters. You can't actual get your questioning wrong and even the trial at the end only involves accusing the people that make sense based on the evidence you discovered (you can easily miss things or start the trial early) and clicking every choice to present all of your findings to the judge. The actual running around back and forth, looking for currency in addition to collectibles and evidence to pay for upgrades or fast travel, and platforming to reach those collectibles also ends up being a fairly mediocre part of the game. Though the actual lore based items you find can be interesting and give a clearer picture of the game's unique setting.

Not everyone will be satisfied with the ending as the trial doesn't have the tense, shocking, back and forth moments of games like Phoenix Wright or Donganronpa, you don't have to piece much together like in Return of the Obra Dinn, and it isn't in the game's or your character's job's scope to solve or influence the problems with the setting's society or to delve deeper into real world/gods/demons talked about in the lore. But it does tell a good story in a world that is both unique with a rarely used art style, and searching the island to uncover more of the facts about the case and the island's citizens is different but very satisfying experience.

Screenshots: https://twitter.com/Legolas_Katarn/status/1330782389035966466

There is no better open-world murder mystery visual novel adventure game out there. It feels like it's invented a new genre of storytelling in games. I want other games to rip off this game because it's so fun and the narrative is revealed so well. This is my GOTY 2020.

I can't exactly convey why this game is so fucking good in a review, I need like 15 pages in a video essay.