I have — I believe — two more chapters to go on Corpse Party: Book of Shadows, the sequel to one of my favourite PSP games, and, like its predecessor, one of the most emotionally engaging games I’ve ever played.
Book of Shadows is much more of a visual novel than its predecessor was — the RPG-style wandering around and pressing X on things is all gone now, to be replaced with either straight-up “read many, many pages of narration and dialogue” or, slightly less frequently, with some first-person perspective wandering and mild point and click adventuring.
The change in gameplay style isn’t the most interesting thing about Book of Shadows, though; instead, it’s the narrative structure. Rather than telling one continuous story like its predecessor, Book of Shadows is more of a spin-off than a true sequel — at least, as I understand it, anyway, until the final chapter — and instead chooses to spend its time telling self-contained stories that are either prequels to the events of Corpse Party, or “alternate universe” tales that answer a number of hypothetical “what if?” scenarios. For example, one scenario explores what would have happened if a character who died in the original Corpse Party had instead been rescued; another fleshes out one of the original game’s “wrong ends” by showing you exactly what unpleasantness happened to a particular character; another still looks at the story of some incidental characters from one of Corpse Party’s “extra” scenarios.
The fact that the game is being so experimental and exploratory in its various “short stories” is, in itself, interesting, but an even more intriguing thing about it is that the “correct” ending for each of the chapters is not necessarily a “good” one. Indeed, in many cases, all of the possible outcomes are filled with death, pain and suffering, but only one of them is the “correct” one that allows you to proceed to the next chapter. It’s honestly surprising to see something really quite horrible happen to a particular character — even though I was expecting it, given the context — and for the game to then cheerfully announce that I had “cleared” that particular chapter.
This idea of a conclusion to a chapter not necessarily being a happy one is something the first game played with — the “true” ending to the first chapter of the original Corpse Party often has people reaching for the “reload” button the first time they see it — but Book of Shadows really runs with it. It’s something that it’s interesting to see games experimenting with, since most games still take the “happy ending” as the default, “best” or only option, and it’s pretty rare to play something that genuinely ends on a downer. (Of course, I don’t know how Book of Shadows as a whole concludes, but I have the distinct impression that at least one or more of the characters will probably not get out unscathed.) There are a few exceptions, of course — Conker’s Bad Fur Day being one of the most surprising, best examples I can remember — but for the most part it’s still quite rare to come across something deliberately designed to bum you out. (You have achieved a trophy: “Pass the Kleenex.” Wait, that sounds wrong.)
Anyway, two more chapters and I can stop freaking myself out with this game — there’s a deliciously uncomfortable, oppressive atmosphere about the whole game that makes it quite “hard work” to play, but it’s enjoyable in that perverse sort of way good horror is. Next on the agenda, portable-wise, anyway, is Sweet Fuse, aka That Game Where You Play as Keiji Inafune’s Niece.