Reviews from

in the past


Crime in the new millenium

My very first look into Suda51's works.

What a ride. More than a game I'd say it's an experience even if the term is a bit overdone by now. Even if I'm not that big into VNs, this game made fan of the genre and Suda51's work in general.

It's the style, the writting and some of the characters that kept me playing from start to end. Even if the game starts slow in the first three chapters, it quickly picks up the pace by the third and by the fourth is just pure insanity after another.

Not to mention is not only text based with some images and that's it, game often changes how it tells the story. Can be through animated videos or real life videos, or even CGI. Text boxes and images are deformed depending on the situation and it works incredibly well, making scenes dynamic. Though, you'll have to use your imagination to fill blank space more often that not since while you are playing, no one will be actually presented on screen. On the 3D sections I mean.

The story was really convoluted and only starts to making some sense by the end. Strangely enough it has some similarities with Metal Gear Solid 2 main storyline, regarding the flow of information, the internet and how it can shape the society. Even if it doesn't go very deep with those themes, I think it was a worth first attempt by the writting and scenario team, specially knowing this game was made before the new millenium.

Gameplay wise is, there. Can be somewhat tedious to control and hard to grasp as first, hell it was for me since I was playing on keyboard. It really feels like a old game, where actions are totally separated from context. An unecessary extra step or two is for the most part always requiered to get where you want to go. For the most part you'll following orders or a set path and exploration is kept at a minimal.

I don't know. But I do really like this game overall. Can´t state enough but the writting feels so natural, specially the relationship between Sumio and Tetsu and how Sumio changes overtime while Tetsu tries it's best to keep him on track. Good stuff.

So in short. A remaster of a 1999 game, localized to english in the best way possible. Great characters, great writting, comfy music and a good sense of style. I'm definitely going to check Suda51's other works, in the future.


Amazing visual novel. It admittedly stumped me with it's message and theme but otherwise it's a very interesting and thought provoking game.

Suda-chan was pretty weird, but his philosophy's right on. There's a real man.

- Goro Majima

During the 90s, Japan had one of the most interesting outputs in its pop culture. The country was going through the shitter, the bubble had burst and the economy was falling down the drain, many elders resenting modernization, as they saw it as the harbinger of ruin for the traditional values of the nation, and many young people blaming the so-called baby-boomers for causing the economy to, inevitably, shift this way. Technology, Japan vanguard’s industry and pride and joy for many years, was now a symbol of a world hurrying towards its demise; authors across many media between Kurosawa Kyoshi, Okazaki Kyoko, Oshii Mamoru and so on, all lived through this period on a wave of pessimism and skepticism toward the future. Humanity was going to end, and humanity was to blame for it.

Enter stage left Suda Goichi, dropping The Silver Case just at the turn of the century, in the year 1999, as the ultimate side-note of this societal decline. The world of the Silver Case is bleak, unsettling, sad, weird, oftentimes the characters will talk and make little sense to each other between slurs, asides and weird mental lapses (the subpar translation not really helping with this one), and the whole cast seems completely lost rationalizing what’s going on.
The plot revolves around a murder case (plus several other investigations) that slowly unravels into a much more complex web of intrigues and twists, so convoluted that, whenever a character appears to know exactly what has happened and why, it sounds almost farcical. Everyone simultaneously understands and ignores what is actually going on at all times, the mood is made of pure confusion and people sounding absolutely sure of what they are talking about, whilst to the players is conveyed the feeling that nothing ever makes sense. It really oozes the confounded angst of living through a decade of dark age and social isolation. The cast ultimately doesn’t matter, they might share cute, poignant and touching vignettes between them but there is no singular central character that ever shows any emotion or growth; most of them are passive actors in a play that has to be acted for the sake of the world having to keep turning around.
Young people find solace in their shared loneliness and turn to the internet to feel accepted and comforted while the elderly fight to handle the strings of a wooden puppet they once built but it’s already rotten and fallen to pieces. There is a lot to unpack in The Silver Case and how much of its despair was subsequently answered, by Suda himself, in Flower, Sun and Rain a couple of years later. If The Silver Case reads like the societal collapse of morality and reason seen in the post-apocalypse of Eden: It’s an Endless World, then Flower, Sun and Rain is the peaceful twilight where life matters in the here and now of the post-apocalypse in Yokohama Kaidashi Kikou.

Kill the past, it will never make much sense the more you think about it, once you acknowledge it it’s already time to move on.

a more thoughtful rumination on identity, and the relationship between the internet, society and the individual, than Serial Experiments Lain.


Can't belive how good the story aged

this game is cool as hell. it is also weird as hell. narratively it is extremely obtuse and a tad too densely packed with ideas that confuse the hell out of me, but by god is it engaging nontheless. the central mystery and narrative and how the information is slowly revealed to the player is unmatched, and the lain-like prescience of suda51 to come up with a chapter like kamuidrome is incredible. the game feels like it goes crazy. playing it kind of sucks, but it just would not be as special if the controls werent unintuitive. characters are incredibly memorable and this has to have one of the best, most immersive uses of a player character in history. the style of high quality pictures interspersed with low quality, grainy videos throughout make for a very singular experience. the soundtrack is neat. placebo is a bit of a slog, but makes up for it by being much more grounded compared to the utter insanity of transmitter. the more clear-cut narrative moments are impactful as hell too. i think i may be in love witth suda51

!KILL THE PAST!
This is probably one of my favorite Visual Novels of all time. It's a mess in a lot of ways but in those same ways it's utterly fascinating to me. It's a amazing experience and the start of one of my favorite series of all time.

one of the most intriguing murder visual novels i've ever read with such a unique presentation

My partner is a turtle.
His name is "Red".

Que ganas de flowersunandrain ear

The stars know everything. But if I were
a star, I don't think I'd know anything at
all, to be honest.
Guilt? That's not something you should
feel with only a halfhearted understanding
of a situation.
We aren't stars.

Esse tipo de narrativa a gente quase nunca vê, na verdade, esse jogo é único

I recently got two friends to play through this game. One loved Suda games and visual novels, the other hated Suda's writing and visual novels. One thing we all have in common is that voicing our opinions on this game is hard.

Finding something to say about something you love is actually quite an undertaking. It's easy to love something without explaining why. It's even easier to hate. It all comes down to being able to formulate your thoughts in a cohesive manner, which believe it or not, is actually pretty fuckin' hard. I actually have a really bad habit of not collecting my thoughts before they get brought up. "Why'd you like this part of the game?" "I dunno, I just liked it." "Yeah, but it's poorly designed." "It didn't bother me cause I liked everything around it."

Hating is easy cause it's a strong and simple emotion and it can be used to zero in on any particular thing. Love is more of an 'all over' kinda feeling. It's not channeled into a singular point, it's 'all over'.

'The character portraits are inconsistent' - Yeah
'The pacing is awful' - Yeah
'The story is constantly fighting the way it's presented' - Yeah
'Plot details are hard to follow' - Yeah
'So, it's bad, right?' - No, I love it actually. A lot.

Next time you watch someone review a game they hate and hear them give detailed explanations on what parts they individually hate, watch them review a game they adore. They'll get into specifics, but at the end of the day they all say the same thing. "I just love it, and I can't fully articulate why."

Well, they won't literally say that, but an approximation... Sometimes.

"Like how you feel when a cool breeze flows by. It's a pleasant feeling."

A very thrilling experience with unique presentation and story with an incredible atmosphere that's only fuelled by the fantastic music, dialogue and characters. The one thing holding it back is the gameplay, though only because it feels like we could've had more of it, it just feels way too simple.

Now everytime someone lends or owes me money I remember this game

lend me 50,000 yen

aesthetically very reminiscent of jrpgs of its contemporary from the late 90s with a cool as fxck aesthetic ala racing lagoon. chapter select is depicted as dj deck cant get any cooler than that. the way the assets are put together throughout the vn with the portraits of the characters, backgrounds, and dialogue placed/layered throughout the screen gives off the feeling of a real time evidence board mixed with surveillance recordings; fitting for a story about solving crimes. plot being broken up by cases with an accompanying evidence report chapter is a good way for the story to maintain mystery while also delivering just enough information so the player isn't too lost. it is almost like the player themselves is also a detective trying to figure it all out. it got to the point where i became one of the characters with how seamless i would wake up and log on to the computer to read my emails and feed my pet turtle. dialogue got me actually laughing out loud and the ost is effective. however, its age shows with how clunky the controls were during the exploration and puzzle bits which took a bit to get used to but became second nature eventually. i welcomed how slow the game was sometimes but i do understand that it is not for everybody. imperfect game but the imperfect can be considered perfect by virtue of its imperfection (lol) so thank you Grasshopper Manufacture Inc. recommend if u wanna be cool tho cuz only cool people played this game

+Super cool aesthetic, this game could be about literally nothing and it would still be one of the most visually memorable experiences in gaming.

+Really interesting period piece about the internet age during it's dawn that still rings true to this day on how we perceive crime and the police in modern times, up there with Serial Experiments Lain with stories about the dawn of the digital era that predicted the future.

= Though I liked a few characters in the cast, remembering their names when all I had was half a second to see a pixelized, opaque lettering of their names made the story a lot harder to follow than it had any right to be for the sake of doing something different, this game is the biggest argument for all text heavy games needing a backlog.

-You could not pay me to give a fuck about this gameplay, I honestly feel like this should have been a visual novel instead because every instance of interactivity feels like an absolute nuisance, something as basic as turning around, walking somewhere or having a scene transition could take as long as 15 seconds. The puzzles having an insta-solving button should tell you how much of an afterthought they are.

-The final chapter in particular is filled with padding thinly disguised as suspense and whoever thought it was a good idea to walk through 10 towers individually to search for a sentence's worth of text can eat the pinkest part of my asshole. And that's not counting the placebo chapters which are just some guy reading emails about the case you just played and spoon-feeding you exposition emails in case you were sucking on your thumb instead of reading the chapter you were playing, all of that culminates in a game with a cool as fuck beginning and ending, but with a very dragged out middle.

While my complains are more wordy than the positives I feel like other reviews have said enough about the positives of the game so it's only fair I highlight the more problematic sides of The Silver Case. I've heard Flower Sun and Rain and The 25th ward get better on that regard so I'm looking forward to finally recognizing Suda51 as the auteur he is.

amazing visual novel game and a really good introduction to Suda51's theme "KILL THE PAST"
great characters, unforgettable music, striking visuals and a twisted story that catches you in it like a tornado.

one can only dream of chain smoking and checking emails all day

tedium and lack of focus can't detract from what is at its core a sincere and triumphant experience in a sea of late 90s galge

silver case stands out among its successors by not being encumbered in sheer incoherence that masks a lack of depth. instead, it delivers its message with straightforward intentions

Seize that fuckin light.

Had me hooked all the way through and it provided a damn stylish but also thoughtful experience which one could relate to for the most part. This game def deserves to be played and in comparison to other Visual Novels, with the amount of things it brings and does well its all within about 20 hours compared to like 50 hours of other VN's.

The Silver Case, ultimately, begs the player to be critical. To be critical of government, police, and most importantly of one's self. What does it mean to commit a crime, when the governments that define "crime" are themselves criminal? Since completing this game, I've been constantly thinking about the case Lifecut. About how the masks of the Heinous Crimes Unit slowly slip away, revealing that despite their apparent individuality, they are nothing but pawns to be used for the higher powers surrounding the story. They side with the law, and die for it. They die to protect the truth of their master's misdeeds, and commit criminal acts without being labeled "criminal". It's only by embracing that which is deemed "wrong" by society that one is able to kill their past.

The Silver Case lauds individuality, but also depicts how dire the need for community is in a world shaped by the Internet. Tokio Morishima starts his half of the game as a person who is largely squandering his potential to be great. He sits in his shabby apartment, checking his email, chain smoking and talking to his turtle. It is only through his connections with Erika and the bartender at Jack Hammer that he is able to reach his true potential. He transforms from a slimy tabloid reporter into an almost sagely presence in Lifecut. He rejects the Internet, and finds what really matters in the real world.

It’s really hard to wrap my head around the insane amount of themes and images invoked in this game. This game has my utmost recommendation to anyone with the patience to keep up with a visual novel created in 1999.

“I feel weird. Someone died in my building, but I didn’t see it. I didn’t hear the sound, I wasn’t told by someone else living here: I first knew of it via my computer. It doesn’t feel real.”

- Tokio Morishima, Hana


This review contains spoilers

#kamuididnothingwrong

the silver case is difficult to discuss. your knowledge of suda51's work, enjoyment of visual novels, and how much you can tolerate arbitrary ass writing will make or break your experience with this game.

personally, i am absolutely in love with this game, and it's my favorite visual novel of all time. it has an incredibly unique presentation that creates an atmosphere i've never experienced in any other game, let alone suda51's other work, through the incredible artwork and soundtrack. objectively this game has fantastic character writing, with the transmitter route featuring an amazing cast and the placebo route having one of the best protagonists ive ever seen in media.

the story is hit or miss. its admittedly word dumpy at times, and there are some plot beats that can breeze by you but suddenly be super relevant later. characters can be hard to remember across chapters, hell, theyre usually drawn completely differently depending on the chapter. i took alot of time to process this game, but i understand that not everyone is willing to OR able to make that time. these aspects don't bother me enough to dock points, but it's worth considering

the gameplay is Fine. just Fine. it's weird to get used to, but you'll have it down after the first 2 chapters. this is TECHNICALLY an adventure game, so there are puzzles and interactables strewn about- but usually it's super easy to figure out, and the game even autosolves puzzles for you if you can't be fucked. as expected of a vn, the gameplay is just there to present the story (insane)

the silver case, again, is my favorite vn of all time. it has incredible depth for grasshopper manufacture's first release and still holds up today with its themes of criminal psychology, individuality, and wooowowaha government conspirarcy woaowow. but its true the game isnt very approachable and can be hard to sit through for some people. i think it is very, very worth it though, as a gateway to "kill the past" and especially in relation to its sequels, FSR and the 25th ward: the silver case

Started playing, but need to restart it, generally enjoyed my time