変な家: A Mysterious Story of Real Estate

変な家 (Henna ie) is a collection of short horror stories about houses with strange and uncanny floorplans.

The book has four chapters, each of which takes the form of a series of conversations between the narrator, their architect friend, and various people who have seen the houses in person. The first three chapters explore three different houses with extra rooms and mystery spaces, and these explorations are liberally illustrated with diagrams in which certain sections of the floorplan are highlighted and annotated to clarify the text.

Each of these first three stories is like a locked room mystery, except the mystery starts with a floorplan from which the narrator gradually builds a story about what sort of upsetting behavior that type of strange space might enable. In the final chapter, it’s revealed that these houses (and, presumably, many more like them) are all connected to an old and wealthy family with a terrible secret.   

I flew through this book and loved every page. The conversations are easy to follow; and, thanks to the diagrams, the spaces are easy to visualize. I enjoyed the slow build of the overarching mystery, and the revelations about the bizarre family at the center of the strangeness were beyond anything I expected.

It’s worth noting that the first story in this book was originally written as a script for a twenty-minute video on YouTube, which you can find with English subtitles (here). There’s also a manga adaptation. The first three chapters, which form a complete story, have been scanlated and are available to read (here). And finally, I’d like to share a more substantial review posted on one of my favorite book blogs (here). I’ve got my fingers crossed that this strange little book (and its sequel, which is rumored to be even better) will somehow find its way into English translation.

Corpse Party

Corpse Party is a 16-bit RPG Maker horror adventure game from 1996 that was released on multiple platforms before finally finding its way, in a substantially updated form, to the Nintendo Switch. It shows its age, but it’s definitely worth playing if you’re into retro-styled horror adventure games.

Corpse Party is divided into five chapters, each of which stands as a discrete unit accompanied by its own set of save files that can be selected from the main menu. Every chapter has a number of optional bad endings, but you need to achieve the good ending in order to unlock access to the next chapter. If you’re using a walkthrough, each chapter takes roughly an hour to complete.

You play as various members of a group of high school students who stayed late after school one evening to tell ghost stories. They unfortunately trigger a curse that transports them to an abandoned elementary school building that was shut down in the 1970s after a grisly series of abductions and murders. Different students occupy different pocket dimensions of the school, which is almost entirely cut off from reality. To make matters worse, your group of students isn’t the first batch of kids to be spirited away to the school, which is littered with corpses and haunted by vengeful ghosts. Your goal is to help the kids escape the school… if that’s even possible.  

Corpse Party is extremely gory, and not all the kids are going to make it. The game contains intense depictions of mutilation and self-harm accompanied by vivid textual descriptions and occasional environmental illustrations of an uncomfortably graphic nature. The violence occupies an intersection between disturbing, gross, and campy, and I thought it was a lot of fun.

The main challenges of Corpse Party are of the standard “find a key to unlock the door” adventure game variety. The layout of the school changes from scene to scene, but it’s not large enough to get lost in. Aside from avoiding the occasional wandering ghost, there are no reflex challenges, and your characters are very rarely in any immediate danger. If there were jump scares, they didn’t register with me. The 16-bit character sprites are very cute, even when they’re depicting corpses.

As far as horror games go, Corpse Party is relatively chill, but with one caveat:

Corpse Party is completely linear and frustratingly opaque about what you need to do to trigger the next event in any given sequence. Unless you want to walk through endless dark hallways searching every square of the map, you’re going to need a walkthrough to get through the game. The walkthrough people use is (this one), but the walkthrough can sometimes be just as opaque as the game itself.

Personally speaking, I’m not the sharpest tool in the shed, but I managed to get through the first two chapters of Corpse Party without using a walkthrough. These initial two chapters stand on their own as a story, and I felt that they were actually the best part of the game. I think it’s probably safe to say that the opening of Corpse Party is more than enough to satisfy someone with a casual interest and playstyle.

The characters are usually divided into interesting pairs, and most of what you’ll do in the game consists of walking around inside the ruins of the school building while having conversations. The kids are very good about following horror movie rules – they don’t split up or do anything stupid – but they’re at the complete mercy of the ghosts of the original murder victims, who will change the layout of the school or create traps just to mess with them. For the most part, the kids are good and gentle and kind to one another, which makes it all the more upsetting when something bad happens.

The characterization and conversations aren’t that deep, however, so you never get so attached to any character that you don’t want to see them die. My favorite death is when one of the kids gets slammed against a wall so hard that his body explodes into red pulp, which all the rest of the kids have to walk through for the remainder of the game while navigating that particular hallway intersection.

Through disjointed and disconnected teamwork, your characters learn what actually happened to the ghosts haunting the school. For curious lore hunters, there are various bits of text scattered around, from newspaper clippings to messages left by other victims of the curse. These textual passages start off as grim and gradually grow more disturbing, and it’s always a pleasure to find something new to read. There’s also an optional collection quest that encourages you to find and interact with all the corpses in each chapter; and, if you like, you can return to the main menu and read about all the horrible ways these kids died.

It’s probably more accurate to call Corpse Party a “visual novel” as opposed to an “adventure game,” but it’s fun to explore the school while interacting with various objects in the environment. It’s also fun to gain access to new areas, both to learn more about the story and to see more of the game’s pixel art. One of my favorite areas is the outdoor pool in Chapter 4, which is filled with waterlogged corpses and preceded by a hellishly filthy locker room. Good times.

Despite its frustrations, I really enjoyed Corpse Party, and the English translation created by XSeed is fantastic. While reading the game’s Wikipedia page (here), I learned that there’s a manga adaptation (here), and I had so much fun exploring this horrible haunted school that I started reading it. It’s just as ridiculous and over the top as you’d expect from a manga adaptation of a horror game, but each chapter has one or two really great horror scenes enhanced by lovingly detailed and disturbingly gruesome artwork.

Japanese Ghost Stories

This fall, I’m teaching a new class called “Japanese Ghost Stories.” Here’s the course description…

This course offers a survey of the numinous and supernatural through Japanese fiction, drama, comics, animation, and video games from the Heian period to the present day. Students will assemble a foundational knowledge of Japanese religion and folklore while studying popular narrative traditions representative of their historical eras.

By peering into the liminal spaces connecting the living with the dead, students will develop critical thinking and media literacy through careful investigation into the matters that people of different times and places have perceived as monstrous, alien, and unspeakable. Issues of gender, sexuality, and ethnic minority status will receive special attention as we navigate theories relating to the cultural role and social relevance of ghosts. By the end of the semester, students will possess a broad perspective on Japanese narrative traditions and popular culture, as well as an understanding of how fantastic stories of the dead reflect the tangible experiences of the living.  

You can download a copy of the syllabus (here).
I’ve collected PDF files of the course readings on Dropbox (here).
If you’re interested, a copy of the course assignments handout is (here).
You can check out the work of artist who drew the banner image (here).

I’d like to acknowledge that this course was inspired by Professor Naomi Fukumori’s class “The Monstrous in Japanese Literature and Culture,” and I encourage anyone who is interested to check out the course syllabus (here).

Spirit Hunter: NG

Spirit Hunter: NG is a 2018 visual horror novel about the urban legends that come out after dark in a sleepy Tokyo suburb. You play as Akira Kijima, a 17-year-old delinquent whose young cousin has been captured by a spirit named Kakuya. Kakuya challenges Akira to a game, promising that she will return his cousin if he manages to confront a series of monsters local to the neighborhood of Kissouji.

The overarching story of Kakuya’s game is somewhat silly, as are the protagonist and supporting characters. The stars of the game are the urban legends that form the core of each of the seven chapters. As far as I can tell, these urban legends are all original, and it’s a lot of fun to slowly gather the details of the stories. The monster artwork is very creative and very gruesome, while the scenes depicting the monsters’ victims are horrible, explicit, and intense. There are no jump scares, but I was genuinely shocked by some of the deaths.

The gameplay is simple. You investigate your environment by shining your flashlight on objects embedded in the background artwork, and you collect various odds and ends that you use to solve simple puzzles. You’ll occasionally find yourself in life-or-death encounters with monsters who want to kill you, as well as overzealous police who will end your adventure early by arresting you. During these encounters, you’re presented with a timed series of dialog choices, and you’ll receive an instant “game over” if you select incorrectly.

Unfortunately, you can only save at certain points, meaning that you may have to replay an entire extended encounter sequence if you mess up. It’s possible to speed through previously read text, but I became so frustrated by an early-game confrontation that I started using a walkthrough to help make the gameplay a bit smoother. Although most of the puzzles and dialog choices are self-explanatory, others can feel entirely random. Still, if you don’t mind consulting a walkthrough before you play through the monster encounter sequences, the story flows smoothly, and the exploration elements are enjoyable and fairly intuitive.  

NG has “good,” “bad,” and “normal” endings based on whether you treat the monsters with violence or compassion. Other than that, there don’t seem to be any branching paths, and your choices don’t have anything more than minor cosmetic effects on the story. You can raise the level of affection that the named NPCs feel toward you, but this doesn’t seem to affect anything other than a few throwaway lines of dialog.

The game also includes a few sidequests that involve solving simple riddles to find D-Cards, trading cards that contain information on bonus urban legends with marginal connections to the main plot. These sidequests give the player an opportunity to explore the environment with a greater attention to detail, and the cards showcase some of the most interesting writing in the game. None of this card collecting is mandatory, but it’s nice to have an excuse to walk around the Tokyo suburbs late at night when all the sources of light are artificial and vaguely eerie by default. The atmospheric sound design is excellent as well, and it’s a pleasure to listen to your character’s footsteps echoing on concrete against a backdrop of city traffic, buzzing streetlights, and convenience store chimes.

If you use a walkthrough to progress smoothly through the confrontations with monsters, NG takes about fifteen hours to complete, and it’s easy to get sucked into the story. All of the urban legends are fascinating, and the game has a fairly progressive worldview on corporate violence, corrupt law enforcement, and the ways in which wealth and power facilitate the “othering” of people who are different. NG isn’t misogynistic or gross about its female characters, and there’s no sexual violence or lolicon.

All but one of the urban legend monsters are female, and NG is a treasure trove of themes and imagery to anyone interested in the intersections between gender and horror. The mystery at the core of the overarching story is tied both to real Shintō traditions and to real urban legends about (hopefully fictional) Shintō traditions, so there are a few extra layers of the narrative that players familiar with Japanese religion and folklore will be able to appreciate and enjoy.  

I definitely wouldn’t recommend NG to anyone who can’t handle graphic R-rated horror, but it’s visually striking and thematically satisfying. I respect and admire the game’s creepy demonic women, and I gradually came to sympathize with a few of the monstrous male characters as well. NG is so rich in narrative detail that it would be a fun game to write an in-depth academic research paper about… and who knows, I might even write this paper myself!

World End Syndrome

World End Syndrome is a visual novel about a small seaside town with dark secrets. It’s structured like a dating sim, and you have to romance each of the five datable characters if you want to unlock the “true ending” that answers all the questions about the overarching mystery. Thankfully, the dating sim elements are relatively undemanding. There aren’t a lot of dialog options, and the gameplay mainly involves choosing which location to visit on each day during the month of August.

I know this will be a deal-breaker for some people, so I should say at the beginning that there’s some mandatory incest in this game. But it’s sort of okay because of plot reasons? As far as dating sim incest goes, the relationships in World End Syndrome didn’t particularly creep me out. It’s honestly not that big of a deal, especially not in a game that would be PG-rated were it not for the occasional murder, but your mileage may vary.

As the nameless protagonist, you move to the small seaside town of Mihate to live with your cousin following the death of your sister in a car accident. You and your cousin are in the same class in high school, and your homeroom teacher is a folklore scholar who just published a bestselling YA romance novel. The novel is called World End Syndrome, and it’s based on the Mihate legend of the Yomibito, a dead person who returns to life but doesn’t know they’re dead.

There are strong “Bruce Willis at the end of Sixth Sense” vibes surrounding the protagonist at the beginning, but he turns out to be very much alive – at least until he gets murdered at the end of the prologue. This is the game’s official “worst ending,” and you have to start over from the beginning and make a different choice at a crucial point to progress. In order to avoid being murdered, you have to form an emotional bond one of the girls in your class. Successfully doing so for the first time leads you to an ending that, while satisfying in and of itself, does nothing to explain what the deal is with Mihate and its spooky legends.

It would be tedious to explain the details, but World End Syndrome has an interesting system of unlocking various scenes and dialog choices based on the number of previously completed interactions. Your cumulative progress carries over between saves, even when you’re hopping from one save file to another on the same romance route. What this means is that each playthrough is going to be different, even during repeated scenes. Your first full playthrough will tell a fairly straightforward story about a high school romance that’s sweet despite having hints of darkness, but on subsequent playthroughs you’ll begin to realize that there’s something very weird going on in Mihate. World End Syndrome isn’t really a horror game, as it’s not gruesome and doesn’t go out of its way to be upsetting, but it turns out to be an intriguing supernatural mystery.

The character art of the girls is very cute, the character art of the boys is very over-the-top silly, and the environmental art is absolutely gorgeous. Although there’s nothing special about the writing on a line-by-line basis, the translation is solid and pleasant to read.

What helps World End Syndrome stand out is the voice acting and sound design. I don’t have the vocabulary to describe what makes the audio elements of the game so appealing, save to say that the quality of the recording is excellent. There’s a lovely in-game radio broadcast that allowed me to finally understand the appeal of ASMR, and I think the sound quality is something you can appreciate even without knowledge of Japanese. The game gives you a lot of control over the sound channels, and you can turn down or even mute the voice acting if you prefer.

I was on the fence about World End Syndrome, as I was dubious about a game that wants you to play the same story six or seven times, but I’m glad I gave it a chance. If you’re only interested in one playthrough, that’s perfectly fine. It takes about ten to twelve hours to get from the beginning to the first character-specific “good ending,” which is a respectable length for a visual novel. Even if you don’t have the patience to solve the mysteries of Mihate, it’s a lot of fun to explore the town, attend club activities, and go on dates while there are dead people (and possibly a cult) wandering around and killing people in the background.