Reviews from

in the past


confused me way too much lmao but it was cool

Прошёл Irisu Syndrome и это уникальная игра для своего времени.Наверное это в целом одна из первых игр, которая выходит за свои же рамки и заставляет игрока изучать себя вне самой игры. По геймплею это игра с падающими блоками: у вас есть формы нескольких цветов (цветов с каждым разом всё больше), несколько уже на полу, а все остальные изначально падают с заданной им скоростью. Но мы можем запустить в них слабый или сильный кубик, это заставит их падать намного быстрее, но мы можем таким образом подкидывать их к другим фигурам одного цвета, чтобы составлять комбо. Если фигура одного цвета касается фигуры другого до составления комбо, то вторая тоже начинает падать, а вот после комбо нет. Но после начала комбо фигурку каждую фигурку из комбо можно подкинуть лишь один раз, дальше они сломаются. И вот так надо составлять комбо для очков, но всё не так просто. Каждый упавший просто так блок отнимает у вас ХП, а изначально его у вас очень мало, да и со временем оно отнимается. Поэтому вам вечно нужно составлять комбо, стараясь не задевать блоки других цветов (ну или задевать, чтоб сделать сразу несколько комбо). По сути всё основное действие происходит именно с комбо, хотя и фигурки уже упавшие можно уничтожить прикосновением фигурки того же цвета. И вот я рассказал про геймплей, но в нём есть одна большая проблема — за каждую смерть игрок получает картинку с текстом в игре, а также текстовый файл в папке (и главная фотография игры вечно меняется). И играть по факту нужно лишь в перед последней картинкой, так как от количества очков зависит получение хорошей или плохой концовки. Ещё одной проблемой является набирание очков, так как кроме концовки за очень хорошую игру можно получить важные части сюжета, но в игре есть рандом, и рандом очень неприятный. Про иногда сломанную физику и так понятно, но иногда начинается какой-то треш, когда у вас 30 фигурок летят довольно быстро, цветов 5 и тут уж как повезёт: фигурки одинаковых цветов летят в ряд, значит выжил, если в разброс, скорее всего гейм овер. Частично чтоб исправить ситуацию в игре иногда появляется особый шар, который при прикосновении фигуркой определённого цвета удаляет все фигурки такого цвета с экрана и восстанавливает часть ХП.

Но что там по сюжету? Сначала всё кажется очень типичным, особенно если внимательно читать текстовые файлы, которые игра создаёт. Дети разыгрывают какую-то девочку, но плохая концовка намекает... что трём детям лучше не тусоваться в лесу и не делать пранки. Хорошая же концовка проливает чуть больше света на историю, ведь эта девочка с обложки тоже присутствует вместе со всеми. И несмотря на «хорошую» концовку нам дают явный намёк, что с ней что-то не так. Не буду спойлерить как именно, но это очень крутой момент как раз в плане разлома четвёртой стены. И это всё ещё не конец. Кроме важных и довольно больших лорных записок за хорошую игру мы откроем... приквел! Он уже практические перестаёт взаимодействовать с игроком вне игры, почти всю историю расскажет игра внутри себя. Но эта предыстория переворачивает всё с ног на голову, показывая вместо детей-пранкеров крайне жестокую реальность. Тут уж без спойлеров не описать, поэтому просто скажу, что история и правда довольно интересная. Единственный минус это главные персонажи, ведь по факту то их 4, но вся история крутиться вокруг конкретных двух, а два других персонажа... ну они всего лишь триггер всего происходящего. И кстати, геймплейно приквел тоже отличается — теперь кроме падающих форм у нас появляются поднимающиеся кружки, которые не отнимают ХП при взаимодействии. Казалось бы, это лишь делает игру легче, но круги бывают тоже разных размеров и они по сути вечно уменьшают тебе область для создания комбо. И при этом игра уже требует от игрока определённые навыки, так как просто смерти не будут давать ничего. Напоследок отмечу отличный саундтрек, жаль лишь, что его надо отдельно переключать в меню. Рекомендую каждому опробовать этот действительно необычный опыт.

don't read any reviews, just play it. it'll take you like, three hours at most.

this would have scared the fucking SHIT out of me when i was 12

fun game - especially when you get the second mode. makes me lose more respect for a certain other popular thing. shame about all the writing being translated absolutely terribly though. i guess it at least gets the point across

BTW: if you didn't get 20k points in one game, you didn't see the ending (or at least not the good one)

A Japanese cult-classic video game and it's not hard to see why.

A relatively simple but very memorable game with a lot of polish, Irisu Syndrome! really fires on all cylinders with addictive gameplay, an absolutely outstanding soundtrack filled with melancholy tunes you could spend a whole rainy day just listening to, and a genuinely intriguing story unbefitting for a puzzle game of this type that maximizes your immersion as the mystery unfolds by encouraging you to look outside of just the game window for more.

As a fan of many other types of colour-matching puzzle games, the dynamic style of gameplay in this is particularly refreshing, giving you very tight control over the descent and spin of the falling pieces and having a superb balance of risk and reward. Thus, although pattern recognition of the falling blocks is still an element, you get a euphoric sense of improving your finesse in moving pieces between tighter spaces and in more precise directions over time like an action game.

It was definitely worth getting all the endings and files for this and I will have to start a search for more puzzle games that scratch this same itch.


Un pequeño juego de puzles que esconde una historia oscura y un segundo juego ligeramente más complejo (y una segunda historia) dentro de este.
El juego rompe la cuarta pared desde el primer momento.
La progresión, las formas de conseguir finales alternativos y la forma de llegar al "segundo modo" y demás no son explicados en ningún momento y son muy crípticos. Son inalcanzables sin una guía, de hecho sin una guía este es solo un extraño juego de puzles bastante malo, quizás te des cuenta de que han aparecido mensajes crípticos en el directorio del juego, pero nada más.
Esa es mi mayor queja, junto con el hecho de que no haya mucha conexión entre el gameplay, la historia y la cuarta pared. Sin embargo la historia me parece bastante bonita. Creo que este juego gana mucho más si ves un video que explique todo sobre este (RiskRim tiene uno que lo detalla todo) en vez de jugarlo, porque además el gameplay es tedioso y algo aburrido solo para conseguir un poco de progreso o un final diferente.
Me sorprende que este juego no se hiciera más popular.
La música es muy bonita y la brujita conejo es muy mona.

music is good, the concept is entertaining, i'm not skilled enough. i'll probably write a short note about this this year anyway.

I remember a story from a while ago...

A cherished memory from 2011, sometimes stories can transcend their purpose if the right person were to view them. One of the first games I ever knew about back in the 6th grade, and I didn't really remember why I was so drawn to it until now. For once, the narrative to me here is irrelevant, what matters is the prolific sense of repetition, loneliness, and dread this game creates. Though nothing about it feels like horror, it's not intrusive, I don't feel threatened down to the way the game refuses to let you full-screen. It is sad to me, and quiet- most of this game is music and repeating the same puzzle again and again. I'm not quite sure if its the game or me, but as an adult I can't help but see some traces of me still left there, down to the titles of the songs. It's a little startling how my life reflects in those songs today, I feel like they have an entirely different connection to me than anyone else. I understand them more now, I believe.

This is an interesting piece of my history, it was nice to look back and experience it again. I couldn't possibly rate it, it's not really that type of game... but i can still say I've never really seen anything quite like it, and I'm still impressed by the type of feelings this managed to create. Goodbye for now, Irisu, and thank you for the memories.

badly wish i had the patience to see the ending of this game through myself because while its very story-lite the gimmick (non-pejorative) it pulls at one of its endings is frankly fucking bonkers esp for 2008

i played an untranslated version of this and couldnt understand a damn thing but i understood that it was scary. as i've said elsewhere, hiding things in the install folder works 100% of the time for me and will always get your game extra stars in my book.

I suck too much ass to get all the endings so I watched someone else do it
I enjoyed the story and analog format, but the gameplay made me feel nauseous (i am a baby)
(I feel silly for not realizing you can and should be hitting the blocks mid air after you hit them the first time)

I kind of have a hard time giving this an honest review because like, although I did play it, and translated too... I still had no idea what's going on. Like I get the gist of the story, three people go missing on an island, I get it. What I DON'T get is how to play the actual block puzzle game.

I'm not sure if this exact type of block falling game is a clone of some other really popular puzzle game I've never played, and that's why it wasn't explained, but I couldn't figure out how to play it like, at all. Am I supposed to click the blocks? Click near the blocks? Drag my cursor into the blocks? And what's the goal? At first I thought it was getting the falling blocks to hit the blocks on the bottom of the same color. But it was really hard to get that to line up properly with how slow things fell. Then I accidentally made two falling blocks touch, and they lit up, and exploded into points when they hit the bottom. But there was also another time where something similar happened and when the blocks hit the bottom... nothing happened. I literally couldn't figure out what my goal was or how I was supposed to achieve it, and it didn't help that you can get a game over so quickly when you start a level if you don't make the right move from the very start, and then you have to watch that drawn out scene of her fading in every time you die, and so trying to experiment with different ways to play is punishing. I mean, hell. It was only once I got to day(?) 3 that I realized that there's that bar at the bottom of the screen that slowly depletes if you don't get enough points before it runs out. -- And all of that could've been remedied if they had just told you how the game works in-game. I know there's a readme in the files but mine was all jumbled up and the link inside it is broken.

I will mention though, I had the file explorer open behind the game window so I was watching the new ones appear as things happened. I definitely found that very cool.

Now, after playing all the way through to the end, I went on YouTube and I watched an explanation video. And I can safely say that, yeah, I probably wouldn't have been able to figure out how to play on my own. The story is pretty simple, although a bit underwhelming, yet I'm sure that's due to me coming into the game with experience in meta games that came after it, so it's not a fair judgement. I agree with the sentiment that it was a pioneer of the genre. I'm also sure it's a much more fun game if you go into it already knowing how to play the falling block game. I swear, if they released a version of this and everything was the same except it was a Suika clone instead of this block puzzle, I'd have a blast with it. But since I spent so much brain power just trying to figure out how to play, it was harder for me to absorb the substance of what I was playing.

This game has one of the most amazing moments I've ever seen in any game. It puts the likes of Doki Doki to shame.

It's unironically very funny how most of the western AAA titles are totally wrecked, in terms of ludonarrative, by some short doujin game made by like, 3 dudes.

Strange game, but definitely a very cool one still. The way the narrative and gameplay feel entirely disparate from one another is at first a bit strange, but these two sides end up being individually compelling enough to make it work well nonetheless. The narrative is easily the biggest draw of this to me though, with it being pretty simple for the most part, but conveyed in a way that strongly elevated the experience of getting to see another scene after each round of the game. It's especially strong in the way the main plot of the random disappearances is complemented by these mysterious notes that are undoubtedly linked to the events that are transpiring while simultaneously feeling very detached from the world of the game thanks to the way they're implemented.

The actual gameplay was surprisngly engaging to me as well, following a similar baseline to falling block puzzle games, but the method of controlling all the pieces in this one made it pretty cool as well. Since the movement of pieces is done via launching blocks at them as they slowly fall, it provides a certain sense of erratic control, with your plans often going a bit awry due to accidentally hitting a piece at the wrong angle, sending it flying in a direction you didn't quite intend. It leads to a dynamic where getting better at the game is not just a case of better understanding where pieces should be positioned, but also getting better at the mechanical skill of actually being able to get them into that planned position, and improvising when things go off the rails. Surprisingly ended up putting a few hours into this as a result, especially since the music is fantastic, being deeply melancholic, yet hypnotic. Overall this is just a cool game that incorporates its meta elements in a neat way, I wish that I could have unlocked metsu mode without having to have gotten such a high score on regular mode, since that's really where the game gets especially good on both fronts to me, but even so, I liked this one.

This review contains spoilers

We love meta horror here

God tier OST for an otherwise entertaining puzzle game, with absolutely nothing more to it............

I did play it but watched the vast majority of it in a playthrough. 2000's japanese freeware is something else. the music is phenomenal i will be listening to it regularly from now on. sucks that the gameplay almost wants the player not to play more, like on it's own it's a fine puzzle game but needing to get these exorbitantly large scores to see a pretty big chunk of what it has to offer is so bizarre to me. the vibes are immaculate too it feels like a forbidden game. very cool.

Puzzle gameplay bliss with a lore, meta-horror, amazing music and hidden things to explore. This game is freaking underrated!

This review contains spoilers

pretty good still! the effect where she walks across your screen into the game is still so much fun, i wish other metahorror games would borrow that. also think the puzzle gameplay is fun but i think that might just be a me thing

i had a freeware horror phase and gotta say cannot recommend having one yourself