Reviews from

in the past


It's actually quite difficult for me to recommend this game. I loved it and I am actually obsessed with it, its characters and general universe it builds, but I came here looking to expand my knowledge of the Kill the Past series, so I had a clear goal in mind.

In any case, if you are looking for a good narrative game that's deep and takes its time to build a proper story, this is a very good option if you are able to look past its strange design decissions (it is a port of quite an old game, after all). It has a bit clumsy controls but once you get past that (otherwise simple) barrier, you might find here a hidden gem that will most definitely remain in your memory.

Also, Tokio Morishima is a fabulous character, I personally enjoyed his story a lot.

This review contains spoilers

Join me as I attempt to play through every Sudaverse game. Obviously, I started at the beginning of Kill the Past with The Silver Case. I didn't enjoy it at first, but I was enthralled in the unique presentation and building mystery. The most interesting part to me were the Shelter Kids, human experiments designed to kill, and kill they did. Kamui being these Shelter Kids was a surprising twist, and the ending with you killing Suda51 himself was both intense and humorously self-referencial. It was a slog to play at times, with most of the gameplay being repeating the same motions over and over again at a snail's pace. The Placebo chapters were the worst of this. While they eventually became interesting, it still had the overlay of this humdrum apartment. A nice start to what is certainly going to be a wild ride, and a decent visual novel in its own right.

"Fairytales are crimes. The unrealistic fantasy that happens in real life is a crime."

That's the first line I can think of when asked to explain what this game has to say as an exposition on crime in relation to human nature, and ultimately, figuring out what it all meant and the answer being so simple despite all the complicated and confusing plots and backgrounds is what has made it stick so much on my mind.
It's obtuse as hell in terms of story and game design, Suda's style has been there since day one no doubt about it, and that includes (to the dismay of some) tedious/baffling gameplay sections that hate the player with a passion and a disregard for coherent storytelling in favor of raw emotion or even explaining what is going on in a way that makes sense. I have like, zero experience engaging with a visual novel seriously and that's probably why it took me a whole year to finish, a genre so unappealing to me and these Suda-isms being presented in such a sluggish and hard to connect with way would've definitely made me drop this during a moment of weakness. But I'm glad i stuck with it until the end! Despite its failings there rly is no better introduction to the KTP series than this.
Took me a while but the more I played the more hooked I was, the more I felt like I understood its themes and characters but that was only the case once i got the full picture, which was hard as hell considering how much you need to go over them and how every character is not even allowed to be completely unlikeable. My interest began small but just kept growing, connecting chapters with their respective new order/joy division songs, learning more about the behind the scenes aspects of the game and Suda's mindset during it, and just falling in love with its style of writing and the unreal style of presenting the intended feeling before you can even begin to rationalize it. The socio-political commentary is still as poignant as it was in 1999 in regards to the corruption of anything this society has been built on and works with, and the way the internet has mixed itself with the despair and hope of trying to find sense through the whole thing and finding something real even against the knowledge that nothing really is and it's working against you, very reminiscent of metal gear solid 2 in that way even if it came after. But it was the ending that really solidified it for me because I've never felt what Kill The Past really meant until everything fell into place here, and once they've been given the agency to decide their outcome, their answers are simple as living with this pain, not giving a shit about the fate entrusted to them and seizing that fucking light before it's out.
It is what it always intended to be: a reflection on crime and human nature that can't be given an answer beyond what we decide to do with it ourselves, and that impression just hasn't left my mind and will probably grow more and more as the series goes along, and ain't that just the best.


kino.... in every sense of the word..

Like everybody else’s review, this is gonna be a wall of text

With every Suda game I play, I question more and more why I continue playing them. Before playing TSC, I had played Killer7, the three main No More Heroes games, and Killer is Dead with it being the only game I came out of with a fully positive feeling. I find Suda’s writing style to be obtuse, esoteric, and obnoxious for the sake of being obnoxious. I don’t feel like he writes compelling characters as most just have a single gimmick they stick to for the entire story or their characterization feels like a mishmash of other characters from media he likes (he’s stated he’s inspired by everything he likes). I feel the worlds he writes tend to not live up to their potential, feeling like he either wasn’t able to finish all the background writing or he thought he did but there’s a lot missing. His newer works also feel masturbatory, he never stops referencing his old works and how freaking awesome! they are, which is funny to me because I think almost all of them aren’t very good

I was really hesitant to play The Silver Case. My friend @Kungfugloves spent weeks shouting about how insane and amazing it is, how “it doesn’t feel like a human wrote it” and how everything feels super unique and interesting. The thing is I hate visual novels. I do not find them engaging, I put gameplay and story on an equal pedestal and visual novels tend to be stripped of the former. As stated, I also do not like Suda’s writing and this is nothing but that. He tried to ease me in by saying one of the campaigns was written by someone else so I’d at least like that one. He bought it for me despite me telling him not to and so I bit the bullet and tried my hardest to go into it with an open mind

I remember watching my friend play this a few months prior to my playthrough and genuinely getting a headache from the UI and backgrounds. I didn't have as much of an issue with it this time around but I do think they're waaaay too busy and a lot of them seem like they're trying to be cryptic and weird for the sake of it. I also found the music to be largely uninteresting, very little of it being downright bad but there isn't a single song that ever stuck out to me and I couldn't even hum a single tune from the game if you stuck a gun to my head

But how did I feel by the end? I think “underwhelmed and frustrated” is probably the best descriptor. The story wasn’t nearly as complex or interesting as I was led to believe. I did have the context that the original release was 1999, but at the same time none of the concepts or story beats felt original to that time period. I’d definitely seen police procedurals of a similar nature as a child with my grandparents that followed a lot of the same beats. Mental clones had been done before in comics and manga well before this. Manic obsessions with serial killers had been a phenomenon for ages.

This game also plays like complete and utter shit. I go into further detail about it in Placebo later in this review but I cannot understate how little I enjoyed the simple act of playing this game. The little exploration you do isn't interesting and takes ages. The puzzles aren't interesting, fun, or engaging, searching every nook and cranny for what you can interact with is actively shit. I cannot and straight up refuse to understand anyone who says that playing this is a good time

The chapter I was most disappointed by was Parade, which my friend described as being “actually crazy, there’s explosions and kidnappings, it’s insane”. Those were present, sure, but the presentation of the game didn’t do the former any good and the latter felt like any other political kidnapping in any other media, topped off with Suda’s esoteric writing that I hate (I know the conclusion is very much easy to understand but the way it’s presented prior to the reveal really rubbed me the wrong way). Runner up goes to Spectrum which felt like an insane waste of time from beginning to end and Lunatics which doesn’t add anything except a miserable conclusion for the five fans of Moonlight Syndrome

I enjoyed Placebo more than Transmitter for the sole reason that the mundane life Tokio lived was more compelling to me than the police procedural of Transmitter. Seeing Tokio’s life descend and him slowly lose his mind as it becomes less clear what’s real and what isn’t was interesting and despite how much more fantastical parts of it were than Transmitter, the grounded tone felt less miserable than Transmitter. I did feel the gameplay was more frustrating though due to the constant back and forth of the three interactables in the room, not telling you which you should do first so you have to constantly trial and error which leads to reading the same lines over and over. I’m told this is a holdover from the original PS1 version but I feel they could have just cut out that spot in the room by the bed if they wanted to

The only other character I ended up liking by the end was Kusabi. I say this because he was easily my least favorite character for a lot of the game. Most of his dialogue early on felt like it was written around the profanity instead of the profanity being written in after, it felt like Suda just discovered the words “fuck”, “shit,” and “goddamn”. I do think he gets some nice development as the game goes on and he effectively becomes the protagonist due to how intertwined he is in everything, but I feel the way he’s more or less dropped at the very end (and how he’s used in the future games now that I’ve played them) is a major misstep

I understand TSC. I get what it’s trying to say. I don’t think it’s an interesting story, I don’t think anything it does is new, I feel it expects the player to never have even considered anything it says throughout its runtime which feels like an insult to the player’s intelligence. I do think the world of the 24 wards is really interesting and had me intrigued the whole time. This game’s world seems downright miserable to live in and the things they hint toward really had me itching for more, but unfortunately instead of any interesting developments I spent the final chapter going up and down ten buildings for some lore that easily could have been consolidated to a drastic degree. Maybe if I liked visual novels more I might have given this a higher score but I don't think that's the case

Most of the criticism I’m writing comes from during and after the playthrough but now that I’ve gone through Flower, Sun, and Rain (terrible) and MUCH MORE IMPORTANTLY The 25th Ward (amazing), this game’s flaws mean much more to me because I can see what was possible in this world that has been created and how the establishing framework placed down in this game could have been so much better. I do think it’s interesting how prescient the writing is when it comes to the way government corruption and terrorism are presented, but I don’t think this game is very good in any way honestly

At least it got me to play The 25th Ward

suda51... save me...... SAVE ME.............

this is probably the most confused i've been about a game so far, about so many of it's aspects, what's its story tried to tell me? how I should even view it's story, it's narrative, how everything about it works?

On one hand i'm given a fantastic visual presentation and unique style that no other game ever had, really good music that just fits brilliantly in every scene. Writing that's so specific yet fascinating with how much it mirrors a real life form of speech a regular person might have with the amount of swears and slurs. And to top off this segment there's genuine peaks of stories like in the entirety of the Parade chapter.

On other i got such an uninteresting first half where I questioned if it's worth going through more of it, often wanting to drop the game for a while. placebo segments that are an absolute drag in their pacing and mindless repetition and every time I had to do them i felt discouraged to boot up the game. There's a lot of characters but it's so hard to keep track of them and remember every single one since you won't know if they will become a major part of the chapter's plot or if they'll be gone forever in the very next scene. It has plathera of moments where I could not understand a single bit of what is even happening as so much of it is presented to the player yet might mean absolutely nothing as you cannot tell if what you're seeing is meant to be a metaphor, forshadowing or just an artistic flair

I genuinely have no idea how I should view this game, this work, this art piece. It's so fascinating and confusing to the point where i'm trying to comprehend so much of it that isn't supposed to even make sense.

And just for that.

I have nothing else but tremendous respect.

This man Gucci'd down to the socks but need 50,000 yen

get hatsune miku tge fuck out of here 😭😭😭

The first three chapters or so are pretty great. Sumio, Tokio, Erika, Kusabi, and Koichi were well engaging characters and culminates in one of the best twists in a game. Unfortunately the rest is pretty boring to me.

This review contains spoilers

You need to get rid of any superfluous emotions. Totally nuke them.
Just look at what’s right in front of your eyes.
Keep your eyes on the prize.
Stare down the enemy in front of you.
That’s how you investigate.
Don’t worry.
Any part of your brain starts worrying? Grill that shit up and eat it!
Am I wrong?


Maybe you are wrong Tetsu, maybe you’re not. But it’s not my call to decide that for you.

Firstly I want to thank @Oshha for recommending this to me. I hadn’t heard of Kill The Past or knew much about Suda51 beyond No More Heroes. Safe to say that I’m now totally all in on the rest of the series. It took me a few days of contemplation after finishing, but The Silver Case is a game that I can’t help but admire to a high level despite any low points it may have had.

In my first session I played lunatics and decoyman, which made a really good first impression. I thought if nothing else, style is going to carry. I love the use of windows constantly placed in different parts of the screen, for both text and images, always keeping things interesting to look at and sometimes catching me off guard. Accompanied by an awesome art style that shifts constantly throughout the game as the mood / perspective changes, so cool… (Although sometimes I was thrown off, because this change was so drastic that it would take me a while to realise that the person on the screen talking was actually someone I had already met!)

This comes hand in hand with music and sound design, it’s really damn good. I’m glad to see more of Takada’s work in context outside of Danganronpa. Obviously the catchy tunes are great, but what I admire more are how many variations of different tracks there are, to give off slightly different feelings, there’s nothing more uncomfortable than hearing a motif that you recognise, but for it to now be spun in a really eerie or dark way. Also not afraid to use silence when necessary! REALLY appreciate that, it made such an impact many times.

Yeah sometimes the gameplay was a bit ass/boring, but I never found it that awful to slog through. I was more bothered honestly by the false promise that this would partly be a puzzle game! As a puzzle fan, lunatics and decoyman had me really engaged with an additive caesar cipher and a game of Bulls and Cows. Not your typical simple puzzle thrown into a game just to make sure you’re paying attention, these require thought! After this nothing was to be seen again :( I like to think what could have been, but with how the pacing of the game changes so much maybe these would have been out of place later on, maybe this was intentional and actually highlight the subverting of expectations for what this game is truly about. Holy shit that’s totally it… you win again Suda.

Alright so the presentation is perfect, and the gameplay is whatever. What about the meat? Does this funky text based detective walking simulator actually have any substance over style? Checks my rating -of course it does. There’s really a lot to unpack and I don’t think I could ever do it close to the justice it deserves. I’ll just describe how certain things made me feel. (waffling incoming)

Tokio is very cool and it was interesting to hear the constantly ongoing thoughts of a paranoid as fuck loser (am i a bad person?). JK he’s actually a hero, we’re 100% with him knowledge wise throughout the whole game up until Enzawa gets killed and then they cut it off like what a cliffhanger?? Then he shows up in lifecut like “i've figured EVERYTHING out, check my email and you'll understand”, and then we DON'T see that email and when we return to Tokio in Hikari we are just NOT told anything that he went through?? FUCK YOU SUDA (<3), now i gotta sit here and piece things together myself by listening to the ghostly apparitions that are now communicating through him !!! HUH?

Parade was an insane turning point, that moment when the mansion blew up, the art of them staring at it? Burning it into their eyes? Mfer that image is burnt into MY eyes, if I ever forget what’s going on in this game, I'll always remember that for sure. It wasn’t until the end of Tsuki that I really appreciated how well executed Parade was, when you started to see the full picture, learn the facts in a different order, it hits different. Which kind of applies for the whole game, this definitely warrants a replay in the future.

I truly love it when you can tell a character has been well developed and thought about outside of what is solely shown to you in the game, and that is here in spades. You can feel that these characters go through some life changing shit off screen, it comes through in the writing which is really damn good OBVIOUSLY. Ugh I can only praise something so much before it starts to become cumbersome. My point being is it’s clear that certain events were very well planned out in detail, only to not be shown to you, so you are left to make a “guesses” at what happened. It’s just executed extremely well and creates this sense of stringing you along and leaving you to think things for yourself.

Kusabi is probably the best character, let's be real, he’s everything you could ever want in an asshole boomer detective. Loves his daughter? ✓ Calls you big dick? ✓ Hates crime from the bottom of his soul, yet still let’s supports his beloved colleague in killing his past? ✓ The way he told me “don’t trust the ‘truth’, search for the ‘facts’”, and then proceeded to tell me 3 different versions of the silver case that completely contradict each other really fucked me off hit me in the heart.

Jokes / mindfuckery aside, it was super interesting, again with Nakategawa saying the whole CCO/FSO/… alliance bullshit oh that’s not actually a real thing, it’s actually all one big body. By this point I just had absolutely no idea what to trust anymore, but I think it didn’t matter. The main point stood the same, everyone was a pawn for someone else, and unless you cut it from the source (kill nezu?), the virus of crime (Kamui) will continue to circulate in the minds of individuals, or something?? There’s so much left to interpretation here and that’s what makes it so wonderful.

In that same vein, there are a lot of other messages being said here, the most prominent obviously regarding “killing your past” or embracing it. But these were presented in many different situations and contexts so as to undermine themselves, coming to the conclusion that these things aren’t so black and white, and the right thing to do can change depending on the person. I guess what I’m saying is, it opens up room for discussion with a lot of its themes, rather than trying to deliver a single message to you.

That’s about all the energy I have. I assume only people who actually played the game will read this whole thing so thanks and I hope you enjoyed me whack my brain with a potato masher thinking about The Silver Case.

Btw this goes hard, no?

Ah, the internet, huh.
Fuck the internet.

Segunda vez que jogo essa obra prima, e sinto que dessa vez pude apreciar melhor que antes, e é sinceramente a melhor introdução possível para Suda51. Eu te garanto que não existe nada como esse jogo, mesmo 25th Ward acaba sendo uma experiência diferente mesmo herdando os mesmos elementos desse jogo. Eu posso sentir que esse é o trabalho mais pessoal do Suda, em nenhum outro jogo toda a temática de Kill the Past tem tanta presença e tanto impacto como esse jogo. A trilha sonora é uma das melhores já feitas e eu sempre escuto ela quando to no tédio. A direção de arte é incrível, é o tipo de jogo que vendo alguma arte dele desde capas até posters já faz você se apaixonar.
Eu recomendo para quem quer algo diferente, ou quem ama ler, ou sei lá so jogue tmj

Masterclass in presentation, atmosphere, and narrative. Even with the Suda-isms you'd expect coming from games like No More Heroes and Killer 7, it's surprisingly easy to follow chapter-to-chapter. It's largely thanks to the more expository B-sides to each one, the pacing of which is my only real gripe with the game; they definitely pick up near the ending, though.

At times poignant, shocking, and chilling, the game is a roller-coaster that quickly became a personal favorite.

questionable game design choices here and there but it has a killer mood (heh) and the storyline is captivating

This review contains spoilers

This has to be one of the most unbearable games I’ve played. The greatest disconnect between public perception and personal experience I’ve ever had. The gameplay is so fucking tedious. Unskippable cutscenes and transitions during location changes that take very long. Wouldn’t be too bad normally, but they happen constantly.

The writing is just okay. Sometimes it’s interesting but other times they’ll beat you on the head with some plot points. Also the translation isn’t great at points. Very confusing writing. Comedy that doesn’t translate. It seems like a teenager’s first draft of police talk. Really dumb writing. Tetsu goes “I’m gonna shoot your fucking head off!” Hachisuka goes “So basically…I was on my period.”

Some music repeats too often. Some of tracks are pretty good.

The central mystery isn’t very strong. I think a big part of that is how nonchalantly the police act about it. They don’t seem to care, so I don’t either.

The parts I liked
Music is usually pretty good. Sometimes annoying and discordant. I like the art. Some of the mystery is intriguing. Some characters have depth. Some adult themes you don’t see shown so intensely: sexism.

The storyline about the little boy who dies from a weak heart and his friend doesn’t remember what happened. They both protect each other from bullying. His ghost is haunting the apartment complex.

The flashback real footage sequences. The haunted mansion was a standout.

Impromptu pop quiz to test you by the police squad.

suda51's writing is the best, vibes are at 100%, main cast of characters is great. ending was a bit not for me, but it's still amazing nonetheless.
i love sumio kodai wholeheartedly.

This game basically does what Killer7 does but better written

im...im...im... a suda fan and i need my diaper

#incel #blackpill #doomer #depression #suicide #firstworldproblems #bullying #cyberbullying #anxiety #socialanxiety #tfl #foreveralone #loner #redpill #bluepill #manosphere #omegle #onlinedating #tinder #bumble #onlyfans #pua #hikikomori #neet #looksmaxxing #gymmaxxing #gymcel #ricecel #currycel #chad #facerating #touchgrass #jbw #lgbtqi #gay #lesbian #transgender #christian #muslim #christianity #islam #niceguy #supremegentleman #inkwell #mgtow #feminism #monkmode #nofap #semenretention #fds #daygame #nightgame #hypergamy #cuck #alpha #beta #mogged #betabux #golddigger #realnigga #getalife #stopreading #satire

red tenemos que comer lechuga fumar placebo y vivir

❝ This is my first and last game.
After that. I've decided to keep
on living.
Because even someone worthless has
at least a part of a soul.
That is how people live.
That's what I've finally learned
after living "everyday life"
in this world.
Even without hope. even in
great fear.
even when continuing to drag along
that which no longer has any value.
one can go on living.
Specifically because of our
imperfections. ❞

Imagine if your friends played the game you like.

Aesthetically wonderful, immersive OST, and a full deep and complex storyline not made for those weak to reading what is beyond of the text.

Did you think i was not going to use the catch phrase? F#$% OFF
KILL THE PAST

peak email checking simulator


Absolute kino experience, this MIGHT be the greatest vn of all time. But it doesn't deserve five stars because of the annoying ass gameplay

This review contains spoilers

In a game, let alone continuity, lousy with sharp, confrontational artistic direction, it’s one as simple as the back of the box that continues to work its way through me. It’s the illustration of Kusabi, Sakura, and Kosaka, in particular - Sakura’s exaggerated frown extends out of the image towards you while Kusabi and Kosaka converse around her. If you’ve played the game, you’re aware that this configuration can only happen in the events proceeding the finale (a massive torpedo-spoiler on the back of the box, funny!). By extension, this also means that the illustration is, to whatever degree, a reflection on the status quo after case#5:lifecut, i.e. the chapter of the game where everything boils over, a majority of the Transmitter cast straight up dies, and radical actions by the hands of the remaining cast occur.

I love this illustration for a few reasons - for one, Takashi Miyamoto captures a sense of mundanity so well. In game, you’re never really able to bear witness to a Kusabi at peace in ordinary life, and here he’s beautifully human in his pose - well-earned after his arc through the game. Secondly, through that same focus on the mundane lies a commentary on the dynamics these characters are engaged in. I don’t think it’s much of a stretch to imply that the gender dynamics put forth here can be seen as a disappointing reminder that leaving Kusabi (love ‘em as I do) as the sole surviving veteran of the HCU means that the same bitterness which ostracized Hachisuka, possibly enabling something within to give in to her inevitable death-filing and appearance as Ayame, is likely still in the air. But these observations pale, in my opinion, to the context.

As she continues ascending the 24th Ward’s crime department, after bearing witness to the very operation that almost(/successfully?) doomed her and the player character to a life of artificial personhood, and after witnessing the takedown of the two major antagonists of the game, Nezu and (eventually) Uminosuke, she still frowns at us, the player. Why? I thought danwa was a happy ending.

-

TSC is one of few games I can think of that really eludes simple genre description. Sure, it’s a crime procedural, up until it isn’t. It’s a conspiracy thriller... in spots. It’s Lynchian surrealist dystopia? Alright we’re just gonna say words now, I guess? The only thing that comes to mind for descriptors is, like, slipstream fiction, which, given 25W references seminal proto-Cyberpunk novella The Girl Who Was Plugged In, seems apt enough to settle on. I won’t even evoke the P-word. The one that rhymes with “toast auburn.”

But really, this thought exercise is all just a veiled move to get you to wonder about the limitation of genre fiction as it applies to TSC, and poke at its aspirations. For this to be a standard crime procedural, you’d expect the HCU to... function in some capacity? And conspiracy thriller’s a no-go considering the weight that spirituality and all other intangibles have here, in my opinion. The way I’ll continue from this point to put it is thus: the Mikumo 77 incident, the murder of Kamui by the underworld factions, and the ensuing Shelter Kids policy reverberate through the story on many different frequencies, and the effect of it all is so bleak that only genre convention can make the discussion palatable as fiction. But it doesn’t always cover it: the melancholic, ambling work of Tokio through Placebo, the brain-swelling conflict of information in Transmitter, I think both serve as a reminder that there’s no easy out from underneath the sin of government control. It’s no surprise, I guess, that the symptoms get much, much worse when we return to Kanto in The 25th Ward.

-

Kamuidrome thru danwa (and the equivalent reports from Placebo’s end) are so dizzying and hard to come to terms with that I have literally shaved my head since first playing this game. This is actually true! I have death-filed!

That said, I feel like an essential piece of advice I could give someone who’s in for their first time is to enact judgment on the information based on who and when it’s coming from. This is easy enough in some cases - I think most people are primed from birth to hate pedo-fascist Nakategawa enough to not mind his words. But even fan-favorite Kusabi, for instance... this entire game is a slow fade-to-white for him as he unlearns an entire ideology of criminality equating plague, one he’s enforced so much with violence, not just as a cop, but as a particularly fucked up cop. In the beginning, I wouldn’t blame you for sticking with the competent elder authority of the cast, but if the ending moments of Parade don’t convince you to question the prior chapters, then I don’t know what will. The state of this world can be figured out with relative certainty as long as you keep track of where you are in the game’s web.

Though it can feel like a shotgun spread (& not helped by a localization that I can only describe as “challenging” (no shade to Grasshopper James btw, I can only imagine trying to piece this together 😭)), this game masterfully tiers up its information in a way that makes the trek through the underbelly of the 24th Ward feel so uniquely haunting. While certain aspects (the bench-warming faction war at the batting center comes to mind) do feel a bit bizarre and maybe even underdeveloped as words on a (cyber)page, the thematic tapestry of this game is exceptionally rich, even among other lauded-for-thematic-richness games. I’m a lifelong MGS fan and even I have to admit that after coming to conclusions confident enough to type words about, I think we might be seeing a lunch-eating of unseen proportions.