Reviews from

in the past


este jogo transa (data aprox.)

Basically felt like a western indie dev trying to make Suda51's Danganronpa. I haven't read anything about the development but I expect if I do they will be cited as heavy influences because they're inescapable.

There are parts to like and parts not to like - the island is just slightly too big and a price was attached to fast travel to discourage it, so you feel like your time is being deliberately wasted as you cycle through interviews with the other characters. Music is diegetic so while there are great tracks, you're only ever catching parts of them as you move from place to place. The regular city parts have an excellent sense of place, contrasting heavily with the Syndicate's dedicated areas which are full of the same three purple statues. There's a weird artificiality to them that seems intentional but also not, because while of course immortal Cthulhu worshippers would build unusual statues, they would not be like this.

I liked Shinji, I liked Sam, I liked Doom Jazz. Lydia needs to learn septum piercings are always a deal breaker, Crimson is furry bait and should be burned, Henry needed more voice lines, everyone else sucked.

this shit's just cool i'm not going to fucking lie

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.

I think I'd adore this if it weren't for the really benign collectathon aspect. Even just some basic movement mechanics to make getting around the island more interesting would go a long way. The world and story is super interesting but I gave up a few hours in once I realised the game would mostly consist of slowly bumbling back and forth with little to do or see as I did so.


There's a lot I really loved about this game, but I think it fails in the most important way in that it's a collectathon without a satisfying reward. Sure, the world is fun to explore (for the first few hours before it gets REALLY tedious), but I want the reward for doing so to be fruitful. The trial is hyped up to be a huge moment in the game to cap off your efforts, but it feels so lacklustre. No Phoenix Wright-esque music to get you pumped about breaking the suspects, you have to individually go through each piece of evidence instead of having it all automatically presented after picking the appropriate suspect with all of the evidence already laid out, and the lack of animation/varied character sprites makes the particularly annoying characters' downfalls really unsatisfying. I spent so long rummaging around the world and finding every fact just for the ending to feel lacklustre.

I respect that they wanted this to be an aesthetically pleasing collection first and foremost, but I think the mystery/visual novel aspect of this game is severely lacking, which leads to an overall lacklustre experience. Having to run back and forth exhausting dialogue options with every character every time a new piece of evidence is revealed is so uninteresting. Let me engage with these characters and make the deductions/break them down myself instead of the process being fully automatic. It feels like the game is holding your hand, and it's not a great feeling.

The exploration and world carry this game a lot, as that was the only thing keeping me playing. I was definitely getting tired of exploring by the end, but I think it was a good enough game in that sense. It just sucks that that aspect didn't transition into the game's other personality as well as it should have.

I'd still give it a shot, but be prepared to be let down by the end

This game makes incredibly little sense, but that didn't stop me from finding every piece of lore that it had just to stay in its world longer. I could barely put it down.

The collection part of the game and the lack of a proper conclusion kept this from greatness.

A fantastic mystery game! The setting is so interesting and requires the player accepting the new logic it sets out in order to crack the case. The characters are great, the world is fantastic and ultimately the story concludes in a really satisfying way. However, the world is so big, and there's a lot of wandering around that slows the game down a lot. That's my only gripe.

This isn't really a detective game so much as it is a collectathon, IMO. Not a bad thing, but the direction was initially surprising so I figured I'd mention it. If you collect every pick-up in the game, the conclusion is pretty evident, and if you miss even one or two pieces, you'll likely come to a completely different conclusion. There's not much "deduction" to be done, as the game basically spells it out for you if you find everything. Again, not a good or bad thing IMO, just worth mentioning up front. If you're into soaking up atmosphere while listening to synthwave and exploring a hyper-colored paradise, you'll dig the game. If not, you definitely won't.

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

This review contains spoilers

This game has style. There's no one that could argue that fact, and with an interesting plot and deep world building, I thought I was in for a great ride. Well, yes and no. Some of the plot beats were really cool, (inside the pyramid, and dropping down "that" hole are great examples of woah moments) But once you figure out the plot, it really leaves you with a bittersweet feeling. Once meeting the cast, its pretty obvious who are explicitly the masterminds behind the coups, and who are going to be bit players in the "game of thrones" -esque approach to the end of the world. You play for another 8 or so hours after that where the game really hammers you over the head that the Characters who suck, really suck, and the cool characters, are actually totally cool.

The world building is vast, almost dauntingly so, and I'd be a liar if I told you I remember all the God's names and reasons for xyz.. because they don't matter towards the end. With all the world building this game has it truly disappoints in its shallowness of experiencing CHARACTER building. These characters are immortal, and have been alive for an unfathomably long time, however there's not much to note about any one of them. The Marshal loves her subordinates. and being alive for millennia that's her only fault? The couple who have been friends with the protagonist for eons are one note caricatures of the "role" they play in their society. A bartender and the "ferryman". Characters in this game that I believe have good character building are Acid and Witness, who subvert their own roles in society based on their past actions within this story told, and are more than they seem, even if it is more of what you expect.

The ending is very matter of fact, where I feel like you could argue for some characters innocence or at least a lesser punishment than death, there is none of that. You either avoid and half truth your way to saving characters you enjoy, or murder the whole lot of them (besides the doctor, unless I missed something the doctor is kind of just there)
Some Character's do almost nothing compared to others, and all punishment is death, and understandably in a trial for the murder of their entire upper government any guilt is guilt of the crime I could agree to that, except for the fact that the protagonist did something similar to this thousands of years ago and She was exiled. Now anyone that has completed this game compare the crimes of Love Dies and the Day breaks and tell me who the more "criminal" character is.

I went on for way too long, and honesty I had fun with this game. I was just disappointed with my own expectations of what the intro of the game lead me to think. That's my own fault.

(I was torn between giving this game a 6 or a 7, but considering I went out of my way to get the platinum I'll give it the 7)

this game has a great story with great visuals in an open world, a great and enjoyable experience overall

It's a fantastic game with great music. I found the beginning a bit overwhelming but as soon as you get to investigating it get's really fun. Thorough exploration is rewarded and it feels very satisfying piecing the mystery together one by one. Don't be discouraged by the amount of collectibles - you get most of them simply by playing.

The world and the characters are very bizarre and intriguing since the world building is great. The ending was a bit weak but the rest of the game absolutely makes up for it. Really a hidden gem.

Awesome experience, tried to get started on this game a few times and found the opening quite overwhelming and not sure where to start or what to do. Normally detective-style games are gently guiding you in a specific direction, but this one just let's go of your hand from the first few mins.

Bit of a disappointing end, felt like my choices didn't matter too much, but the story, world and characters easily made up for it.

If gamers actually cared about getting games closer to 'art' they wouldn't focus so much on endless discourses on 'level design' and 'mechanics' and would instead turn their focus to reproducing what is done in Paradise Killer. This game actually uses its ludic elements mostly well, since experiencing and navigating the landscape is key to the way it crafts distinct 'senses' of what occurred in the island's final days. The use of memory and the necessarily empty yet evocative quality of nostalgia weaves into the skillfully used vaporwave aesthetic/city pop music. The game's aesthetic also clearly derives from a sort of Western nostalgia for the Japanese bubble, which itself is fascinating to see. There's probably at least a chapter in a book somewhere on the sensorium and capitalism in Paradise Killer. Or memory and ethnicity. Or any number of other topics, really. It is a very rich text.

What is interesting too is the ambivalence present in the movement. This is not a somber walking simulator, but one in which you are dashing and moving through the air with speed and it is quite fun at times. Until it isn't. Until that too becomes mundane and boring. That itself reflects some of the dynamics within the themes of the text.

It is not my favorite game, but it is very close to it and honestly it is probably the closest I've seen a 'game' approach transcending the label while also nonetheless having 'gameplay' and not simply being a point and click adventure or a visual novel.

This review contains spoilers

Who is the Paradise Killer? This is the question that gets you hooked on the game of the same name, one that immediately captivated me with its colorful, strangely-dressed characters and its bizarre and abstract world.

This is the question that brings Lady Love Dies, a famous investigator on the string on Paradise Islands, worlds out of reality designed for perfection with the intent of reawakening gods that always find a way to fail, to be brought out of her 3 million day exile and onto the 24th Paradise Island. An island that, as it turns out, is also on the brink of ending, with the “perfect” 25th island already completed and most officials already having been transferred there.

It is up to Love Dies to solve the mystery of the murder of the Council, the rulers of the Paradise Islands, using the last few people left on the island. The small cast of Paradise Island is incredibly charming, ranging everywhere from intergalactic taxi-drivers to literal gods just chilling of the shore.

The aesthetics of the island are half the joy. Characters, areas, even menus are loaded with visual personality, what I can only describe as feeling like it was ripped out of a vaporwave music video. On that note, the soundtrack, consisting mostly OF vaporwave, jazz and future funk, is phenomenal. Knife & Crystal and Unlimited∞Luv are my favorites, and it’s a joy that these songs and almost all others in the game can be played at any time with a growing, customizable music playlist in the menu.

The gameplay of Paradise Killer is entirely exploration based. Island 24 is extremely dense and it is up to you to check every nook and cranny for evidence and any other things you can find along the way. Outside of key items, crime scenes and characters there are several other collectibles you can find, including random objects showing lore on the various levels of Paradises’ twisted hierarchy, music, whiskey blends that give you flash-forwards to Perfect 25, currency (which is literally crystallized blood), y’know, the usual. Many of the things you can find will open up to even more strange mysteries, many of which can connect back to your main case.

Because the gameplay of Paradise Killer is based entirely on running around and picking things up, and going back and forth between characters to discuss new evidence, many players will be put off by the game, as shown by the fact that the most commonly-earned trophy on the PlayStation version has only been gotten by 20% of players. But if you like worldbuilding or the weird vibes of the game you will have a fun time with the game.

As someone who has now 100% completed Paradise Killer, I can easily recommend it to anyone looking for a more unusual world to explore. I look forward to whatever Kaizen puts out next and hope to see more discussion of this game in the future.

Paradise Killer is weird as hell, but it's absolutely my kind of weird. I'm a big sucker for worldbuilding and unusual settings, and Paradise Killer sure does deliver that in droves. The world seems to be entirely built around juxtaposition; high-energy disco and jazz music imposed against the ghoulishly empty streets, the fantastical sculptures and temples cast against the grimey tower blocks in the town below, and of course the bright and cheery facade of the island in general cast against its horrific purpose and history. And this isn't a case of 'seemingly nice world with a sinister undercurrent'; the world of Paradise Killer is cheery, idyllic, suave, mysterious, horrific and terrifying all at once, and this is all quite apparent from the get go. It's such an interesting way to present a Lovecraftian/cosmic horror-type setting like this; I've never seen anything quite like it, and I loved every second of it.

Of course you need a game to go with the setting, and it felt like Paradise Killer's gameplay revolved around two fairly disconnected cores. There is a kind of collectathon nature to the game, where you're encouraged to scour the island, complete puzzles and platforming challenges to find various things. Sometimes these things are important clues which tie into the other half of the game, but more often than you're just finding money or snippets of lore. And I'm not sure this really adds too much? The platforming is often very janky, and sometimes things are hidden out of the way at the ends of areas with nothing else to see, and so this aspect of the game can come across as a little time-wasting (especially as the island is fascinating enough that I found exploring it to be its own reward). I do think on the whole I was grateful for the collectathon elements as a change of pace in between more intense investigative parts of the game, but it's definitely not where PK shines brightest.

The investigation side of PK, on the other hand, absolutely gripped me; I legit lost a fair few hours of sleep trying to piece together pictures of what might have happened from the snippets of clues I had at the time. The characters you spend much of the game interviewing are all fantastic with excellently written dialogue, and it is absolutely fascinating trying to piece together their motives and backstories. By the end of the investigation I still feel there were one or two things that didn't really fit into place anywhere, which was a little frustrating, but aside from that I think this is probably one of the best-written video game mysteries out there.

The other part of this project that has clearly had tonnes of love and care poured into it is the presentation. Paradise Killer is incredibly stylized, especially in it's UI and in little flares like character's VA's constantly blurting out catchphrases mid-conversation. I mostly like these touches, they help to make the game feel even more standout and unique than it already is, but it does lead to the game being a very full-on and generally loud experience that isn't easy to play for too long at a time. And of course I have to mention the music, which is fantastic and somehow fits the setting absolutely perfectly (I wouldn't even be surprised if the music came first and the game was designed around it). But there are a couple of presentation choices that I didn't get along with. Most of the VA is... pretty bad, to be honest, but this almost feels like a deliberate choice? I quite liked the weird things all the characters would constantly yell mid-conversation, but it feels like most of the VAs weren't really given much direction and the performances come off pretty weak. I also kinda hate the way characters are presented in the world. Every NPC in Paradise Killer is a static jpeg that is either locked in place or slowly rotates to try and face you at all times. None of the characters have any presence or 'pop' at all, and it just looks kinda bad... nothing breaks immersion like walking past a taxi driver too fast and seeing her collapse into an infinitesimal one-dimensional being, or walking straight past a suspect because he was standing flush against a wall and your brain just assumed he was part of a wall texture. I get that 3D models are a whole other thing and would look out of place in this world, but I would have preferred PK to do something like Doom where the jpegs are locked to always face you exactly. In fact, as a proof of concept, Paradise Killer does exactly this with the various inanimate collectibles in the game, and they all stand out from the world just fine.

So yeah, little things like the character models, outdated-looking textures and some stiff platforming controls do give Paradise Killer an unmistakable air of jank (topped off with its lack of autosave, which seems a bizarre choice to make in 2020). But if some corners did have to be cut to make this then it was absolutely worth it, because that time that was saved was clearly redirected into making this game as special, well-written and memorable as possible. It's a great experience, with a great mystery to solve and a highly satisfying ending, and this is one I can thoroughly recommend.

Outer Wilds for queer people.

This review contains spoilers

Paradise Killer is such an interesting game, gripping me originally as kind of a vaporwave noir detective style experience that I found slowly transform into a compelling moral quandary. Lady Love Dies is a character that becomes nearly omniscient at the end of the experience, her collecting and piecing together of the facts are exact and inevitable. The game very quickly becomes less a question of “who done it” and more “who deserves justice.” Which I think genuinely is a much more compelling game experience, especially considering that the actual incarnation of Truth and Justice is a very malleable thing, there is no right answer to the trial of Paradise Killer compared to Danganronpa for instance.

There are I think four categories of characters in Paradise Killer.

Genuinely Didn’t Do Anything
Aided and Abetted
Directly Criminal
Masterminds

The only characters really completely innocent are Crimson Acid and (not)surprisingly Henry Division, and I think that the set up for Crimson Acid in particular is really well put together.

The aided and abetted camp are occupied by Sam and Lydia Daybreak, and Doom Jazz. A cast of characters that wind up being the nicest, more upfront, and least corrupt of the cast. I think the heart of the game is found in these characters and whether or not you the player (or you Lady Love Dies) think they deserve justice for their actions.

The Directly Criminal characters are Akiko 14, Yuri Night, and Dainonigate. Outside of Dianonigate, I think these are the least interesting of the bunch because they are essentially tools. For what I am going to get into earlier these characters are almost always “guilty”, they are selfishly motivated, unsympathetic, and unessential in the grand scheme of the world of paradise killer. That doesn’t make them bad characters, I think their role is incredibly important.

And that leaves us with the two Masterminds, Architect Carmelina Silence and Witness to the End, and these characters are of similar importance to the heart of the game. I think that they wind up being the question because ultimately Paradise Killer isn’t a question of “who” it is a question of what is justice, or what is guilty.

At the end of this game a player is going to have two uncomfortable questions that they need to answer. Was what the Daybreaks and Doom Jazz did really worthy of execution (is that justice)? Or some variation of “Even though Carmelina did this, is she too important to kill” or “Is the Witness right.” Which leads the player to an incredibly interesting scenario, because unlike other similar style detective games more information doesn’t lead the player to the correct answer, but instead control of the narrative, it allows you to define what justice is and what guilt is.

Which leads to some really interesting kinds of trials you can have. There are two that I think most players will choose, a variation of killing Yuri Night, Akiko 14, Carmelina, and Witness as they are the most directly guilty, and the daybreaks/doom jazz don’t deserve punishment. Or the heart wrenching decision to kill the daybreaks and doom jazz as well, pretty much executing the entire cast besides Crimson Acid and Henry. I personally picked the first outcome on my first play through but on ruminating on the events of the game there are four distinct other outcomes of this trial that lay outside the bounds of the traditional sense of justice and guilt. Do you protect Carmelina but cull those will ruin the next paradise? Do you believe the Witness was correct and time spent wasted on making the perfect island instead of reviving the gods is blasphemous, and kill Carmelina and her abetters? Do you protect the current syndicate and execute Henry? Or do you believe this Syndicate is equally unworthy/too problematic for perfect 25?

I think the game gives you enough breadcrumbs for each and every choice to be one worthy of consideration, and I think it positions the game uniquely in the VN space. I think it also makes LD a really interesting and complex character.

The only thing stopping me from giving this a five star is that I think it kind of paces itself too quickly during the trial. We don’t get enough closure with the cast, I wish there was a way to talk to characters before the die and/or some real closure with the characters you let live. I think there was a lot of missed opportunity to end such an incredibly well structured and well put together game.

“When love dies, all that remains are the facts”

god where do I even begin

This game would've been better as a simple visual novel but instead there's weird 3d platforming gameplay hamfisted into a narrative filled to the absolute brim with unlikeable characters.

On that last point, I know you're probably not meant to like them because they're all selfish and have their stupid petty agendas against each other but there's a difference between a character having unlikable/negative traits and a character being straight up annoying. The cast of this game, including the protagonist, falls into the latter category -- interactions with them were a slog of unfunny dialogue, petty conflicts, and stilted relationships.

Cool setting, I guess. But even that means little to me. Wish I liked it!

i like jumping around and collecting stuff. i love this game's aesthetic and nonsensical lore

I’ve developed a bit of a love/hate relationship with this game. I absolutely love the story and the overall mystery, that’s incredibly well made. On the other hand, I absolutely hate the exploration part of it because it feels like “Blood Stone Collecting: The Video Game” and it gets really boring by the end of the game. If it weren’t for the exploration portion of the game, the story would be an easy 10/10 but since exploration encompasses 90% of the game, I had to take a few points off.

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 collectathon stuff slightly overstays its welcome but everything else about this game was great - the vaporwave x lovecraftian visual style, the insane immortal cult setting, the unravelling of an actually good murder mystery, the perfectly pleasant seeming characters almost making you forget the horror of their human farming, the banging music. Good shit

Couple minor gripes - fast travelling should've just been free (bet most players end up not using it until the end of their playthroughs like I did) and meditation could've lasted longer, gets annoying to refresh

This game is great in so many ways but it's very disappointing there isn't really a proper epilogue.


Very bizarre game. It's like two different games bolted to each other. There's an open city to explore and find random crap that doesn't seem important, then there are 2D characters to talk to and commence the visual novel bit. The story is kind of interesting but it's almost like a madlib, where "normal" things are replaced by "wacky" things. Really weird, and yet oddly charming. The music has me grooving the whole time and the graphics are appealing, but on base PS4 there are areas where the framerate drops.

Such an incredibly fun and genuinely intriguing world to spend your time in.

The log/casefile system is implemented really well. Gameplay has the right touch of jankiness to it that endears you even more to the island.

a very cool idea that is executed well: a first person open world mystery??!!! LOVE the ending choices, and the world is trippy and beautiful. got lost a lot, but eventually learned the map (im directionless)