Main game
3.96 average rating based on 198 ratings
This was neat and I am still having the music in the background while writing this.
Colorful, meaningful, cheesy, dark sometimes all at once. Interesting and very unique characters and worldbuilding.
A detective "noir" story in pink that I had a lot of fun unraveling.
There was a bit much collecting and the platforming necessary to get the items wasn't something I liked, maybe with a controller it would have been better, but I doubt it. The few puzzles were on the easy side.
The end was satisfying but a bit long and I am not going back to do the rest of the collectathon. The music will stay forever with me though.

Facts don't come with points of view
Facts don't do what I want them to– Talking Heads, "Crosseyed and Painless"
Paradise Killer is truly captivating. From its opening sequence to the end credits, the game's stylish vaporwave aesthetic, chill pop tunes, distinctive characters and mysterious setting monopolized my thoughts. But most impressive to me was how canonical my experience felt despite the game refusing to hold my hand: The events of my playthrough seemed to unfold organically as a direct result of the paths I took and the threads I pursued. I can't say for certain how many of the choices I made were real or forced, but they all felt real enough to make the act of investigating the Crime to End All Crimes remarkably satisfying.
I do wish the game was more fun to control. It may be that Lady Love Dies' labored movement is an intentional choice, intended to mimic the feel of early narrative FPS mods and first-generation "walking simulators." Intentional or not, traversing these environments felt more like a chore to me than it did in What Remains of Edith Finch, Tacoma or Firewatch. I also felt the game's conclusion lacked a …

Facts don't come with points of view
Facts don't do what I want them to– Talking Heads, "Crosseyed and Painless"
Paradise Killer is truly captivating. From its opening sequence to the end credits, the game's stylish vaporwave aesthetic, chill pop tunes, distinctive characters and mysterious setting monopolized my thoughts. But most impressive to me was how canonical my experience felt despite the game refusing to hold my hand: The events of my playthrough seemed to unfold organically as a direct result of the paths I took and the threads I pursued. I can't say for certain how many of the choices I made were real or forced, but they all felt real enough to make the act of investigating the Crime to End All Crimes remarkably satisfying.
I do wish the game was more fun to control. It may be that Lady Love Dies' labored movement is an intentional choice, intended to mimic the feel of early narrative FPS mods and first-generation "walking simulators." Intentional or not, traversing these environments felt more like a chore to me than it did in What Remains of Edith Finch, Tacoma or Firewatch. I also felt the game's conclusion lacked a certain something: I didn't necessarily want some big twist, but I think I expected to take away more from the trial than I brought to it.
But those faults are far from dealbreakers. Paradise Killer's a unique and special experience, and an easy recommendation for fans of story-driven games. I predict its cult status will only increase over time.
¿Remember how much I loved Obra Dinn? Because I loved Paradise Killer almost as much. This one really made me do my own deductions and detective work. Didn't hold my hand. Instead, it set me free in a bizarre world full of inmortals, eldricht gods and weirdness and said "do what you want, in the order you want and enjoy".

You can read my full review here (in spanish). I loved the setting, funky soundtrack, strange characters, convoluted plot and freedom to explore. Sadly, the 2D characters not always look good in the 3D environments, the platforming is not great and the door puzzles are a little repetitive. But nothing about that ruined this gem of a game for me. I need more of Lady Love Dies and her bizarre world.
Title pretty much says it all. You're an exiled "investigator freak" dropped back onto a vaporwave island full of alien elder gods and ritual blood sacrifice and psychic demon possession in order to find out who killed the ruling council with your freakish investigating powers.
The vaporwave-tinged aesthetic, from the 2D character designs, to the 3D world, to the menus and BANGING music is an unmitigated success. This game wins best style 2020 hands down, I don't think anything else could even be in consideration.
The ultimate mystery isn't as interesting as I would've liked it to be. The motivations and methods are fairly straightforward, though what adds some decent complexity is that there's two completely separate conspiracies each with their own mastermind and accomplices. The game doesn't really tell you if you got it "right" or not. You present your evidence to the judge and if there's enough evidence, the person is found guilty, but that doesn't necessarily mean you got it right. This is done for the main murder and several related crimes, and you get to accuse a character for each one. Ultimately you need to have confidence in your own evidence and interpretation of events, which …
Title pretty much says it all. You're an exiled "investigator freak" dropped back onto a vaporwave island full of alien elder gods and ritual blood sacrifice and psychic demon possession in order to find out who killed the ruling council with your freakish investigating powers.
The vaporwave-tinged aesthetic, from the 2D character designs, to the 3D world, to the menus and BANGING music is an unmitigated success. This game wins best style 2020 hands down, I don't think anything else could even be in consideration.
The ultimate mystery isn't as interesting as I would've liked it to be. The motivations and methods are fairly straightforward, though what adds some decent complexity is that there's two completely separate conspiracies each with their own mastermind and accomplices. The game doesn't really tell you if you got it "right" or not. You present your evidence to the judge and if there's enough evidence, the person is found guilty, but that doesn't necessarily mean you got it right. This is done for the main murder and several related crimes, and you get to accuse a character for each one. Ultimately you need to have confidence in your own evidence and interpretation of events, which I liked.
The "platforming," is the weakest part of the game. The 3D world is surprisingly vertical, but the tools the game gives you are ill suited to navigating it. Despite acquiring a double jump and an air dash, the player character's momentum is so extreme with such a lack of air control, that I would say this game contains both the worst double jump and worst air dash of all time. They are nearly useless and you will find yourself missing jumps on a damn near constant basis and it becomes incredibly frustrating.
Both the most interesting and most disappointing aspect of the game to me was the world-building. Paradise Killer presents a fascinating world that reminded me a LOT of China Mieville's New Crobuzon series. There's a lot of just weird shit. The syndicate your character and the suspects are part of "creates" new islands as previous ones "die" and you're currently at the end of island 24. Island 25 is reputed to finally be "perfect." There are pyramids dotting the sea around the island which are supposed to be homes for the gods you pray to but so far only one has made a house call. There are "citizens" which are people kidnapped from "the real world" whatever that means and forced to worship the gods to provide psychic energy or something. They're all slaughtered at the end of an island for some reason. There's a LOT going on, a ton of flavor text in the collectibles which I found a LOT of and read. But despite trying my damndest to pay attention and piece things together there's just not a satisfying answer as to who the hell you people are and what the nature of your reality/existence is.
The game seems to imply the islands are some kind of pocket reality, possibly created via psychic methods, in order for the syndicate members to live immortal lives? There are tons of references to "the real world," which I assume means our world, but who knows. Me not knowing isn't necessarily a black mark on the game, my favorite author is Gene Wolfe so I'm perfectly comfortable with ambiguity and confusion. My issue is that, whether or not this is true, it comes across like the creators didn't know either, like they just threw a bunch of shit at the wall. Nothing inspires confidence that there's method to the madness, even if the method isn't knowable to me as a player. The flavor text on the collectibles in particular seems like, well...a lot of random bullshit, some of which maybe had a very vague overall lore in mind and some of which clearly didn't at all. This is in contrast to Gene Wolfe who leaves zero doubt in the readers mind that HE knows exactly what's going on and that his books are not just hastily thrown together concepts for the reader to "interpret." If I'm going to be left floundering in a sea of ambiguity and personal interpretation I NEED to feel like the creators absolutely know what's going on and that there is a cohesive truth to be found, or I'm just going to drown, and this game didn't give me that lifesaver.
The feeling when you start playing a game and say 'wow this game was made for me', is amazing. Not just in theory, or on paper, but in practice. Like, I love detective games very much, but the murder mystery was actually the weakest part of the game. It was still really fun, but I was fascinated with the mystery of the island, of the world that the main character already knows about but we don't.
I played blind, and I reccommend playing blind so you uncover the world on your own time, starting out using only a few lines of text to keep you afloat in the ocean of unfamiliarity that you're thrown into. As you pick up relics and talk to people, more of the story is unfurled until you realize you're starting to understand it.
The best part of the gameplay is the complete freedom you have to explore the entire island. The game rewards you for exploring in every nook and cranny. You'll be finding new relics until the natural end of the game and beyond, if you don't end up using some tools to locate them easier. It's damn fun to explore, and beautiful …
The feeling when you start playing a game and say 'wow this game was made for me', is amazing. Not just in theory, or on paper, but in practice. Like, I love detective games very much, but the murder mystery was actually the weakest part of the game. It was still really fun, but I was fascinated with the mystery of the island, of the world that the main character already knows about but we don't.
I played blind, and I reccommend playing blind so you uncover the world on your own time, starting out using only a few lines of text to keep you afloat in the ocean of unfamiliarity that you're thrown into. As you pick up relics and talk to people, more of the story is unfurled until you realize you're starting to understand it.
The best part of the gameplay is the complete freedom you have to explore the entire island. The game rewards you for exploring in every nook and cranny. You'll be finding new relics until the natural end of the game and beyond, if you don't end up using some tools to locate them easier. It's damn fun to explore, and beautiful too.
The art and the music really elevate the game as well. It's a vaporwave dream, inside and out. Play this game if you like Babbdi! It's like Babbdi but for 20 hours and it has a story!
First ever platinumed game !
(This is a mini-review as part of my holiday project to try out as many games on my wishlist during the Steam Sales, and then getting them refunded if I don't think I will play them. In short: demo time!)
What is it: A detective game with a WACKED out story and a vaporwave aesthetic
Played: 70 mins and counting
Evaluation: Paradise Killer takes place in a pocket universe in which a group of immortal alien beings, the Syndicate, are trying to create a "perfect society" to reawaken their ancient gods. What? Okay, I said I wasn't interested in any more story games, but this one is intriguing. Plus you get to actually walk around in the world and the vaporwave aesthetic of the game rocks! I do have trouble making it to the end of these types of games, but I'm enjoying myself now, and that's already pretty good.
Is it a keeper? It's definitely in the running for my ONE Visual Novel buy of the year
Whilst I don't think it managed to land the killing blow for me, I'll be damned if I wasn't in paradise from start to finish.
Style executed.
Paradise Killer’s biggest achievement isn’t its detective mechanics or sheer style (although that’s a close second) but the quality of its writing. You initially think you’re entering a world so “other” as to be impenetrable. Within hours you’ll be able to explain the rules of “psychic pathways” and “god deception” such that you can catch out suspects based on arcane rules.
Paradise Killer in this way breathes life into the detective genre with a world of gods and demons, but then breathes life into those otherwise tired ideas with its intoxicating cosmic internal logic. Gods and demons are merely alien beings who can feel out psychic pathways. I’m a sucker for this kind of sci-fi.
This world-building elevates everything else around it. For much of the experience, you’re let loose upon an open world “paradise island number 24”. It’s just the perfect size as to be initially overwhelming with possibilities and then compact when you’ve become acquainted with it. Whilst suspects wait in their respective spots for questioning, you can …
Whilst I don't think it managed to land the killing blow for me, I'll be damned if I wasn't in paradise from start to finish.
Style executed.
Paradise Killer’s biggest achievement isn’t its detective mechanics or sheer style (although that’s a close second) but the quality of its writing. You initially think you’re entering a world so “other” as to be impenetrable. Within hours you’ll be able to explain the rules of “psychic pathways” and “god deception” such that you can catch out suspects based on arcane rules.
Paradise Killer in this way breathes life into the detective genre with a world of gods and demons, but then breathes life into those otherwise tired ideas with its intoxicating cosmic internal logic. Gods and demons are merely alien beings who can feel out psychic pathways. I’m a sucker for this kind of sci-fi.
This world-building elevates everything else around it. For much of the experience, you’re let loose upon an open world “paradise island number 24”. It’s just the perfect size as to be initially overwhelming with possibilities and then compact when you’ve become acquainted with it. Whilst suspects wait in their respective spots for questioning, you can absolutely ignore the case for hours on end by going down the collectable rabbit hole.
Meanwhile, Paradise Killer’s first-person platforming is… surprisingly good! An unlockable dash and double jump make traversal a joy. This is key to enjoying the hundreds of blood gem cash money lying around, new tracks to bop to, conversations with your favourite demon Shinji, and world-building relics. With this lack of direction, it’s easy to miss these traversal and door-hacking unlockables for a head-slappingly long time. But I wouldn’t change it. Paradise Killer’s free-form nature is one of its biggest strengths.
The relics are my favourite collectable by far since, unlike most games, they show that it’s not an empty enterprise. Given achievements are yet to be present, it’s these little nuggets of info that make Paradise Killer’s world so constantly entertaining and engaging. Did you know that “Carps were created by an alien race and their scales can be translated into an esoteric language if you have the correct cypher?” Did you know about the “area of space that can only be traversed by an ancient race of octopus-likes that harden into crystals to survive micro maelstroms?” It feels like writing absolutely let loose – almost to the point of risibility, but not quite. Simply amazing.
Not to engage overly in either/or nonsense, but Paradise Killer’s vaporwave aesthetic is a great argument against triple-A ray-tracing hegemony. It isn’t afraid of delivering whole-island views that expose its relative lack of modern VFX. But when Aurora night skies burst with colour and a gargantuan moon rises above the underclass complexes, I’ll be damned if I care. Indeed, one of Paradise Killer’s best tricks, that it presents in the first five minutes, is also an exposing one: a complete overview of the PS2/PS3-era textureless island before you launch yourself down and the opening credits roll. And do you know what? It’s breathtaking stuff.
If my overlords built a crystal statue next to my council block I might just ask them to fix my door.
It should be commended too that Paradise Killer uses the vaporwave aesthetic for the purpose it was intended: a damning criticism of the superficiality of capitalism. It achieves a genius knife-edge balance between a semblance of paradise with its upbeat tone and tropical white beaches, contrasted with oppressive brutalist structures and ritual sacrificial sites. This presentational incongruity that it executes so well never loses its intrigue. Paradise Killer is politically cutting in all the right ways.
Needless to say, its vaporwave snythy, saxy, funky tunes are worth buying in isolation. They’re a big part of why its atmosphere works. You could rob Paradise Killer of everything but a stroll on its beaches with its soundtrack and you would still have an excellent time.
Other than exploration and world-building, it’s the character conversations that are the game’s lifeblood. All entertaining; all memorable. In fact, my favourite is the aforementioned “collectable” scattered around the island. I find it heartening that one of the best relationships protagonist Lady Love Dies has is with a bona fide demon that should have been long ago exterminated. Tending towards antagonistic, maybe, but somehow there’s the illusion of development despite the random order you have the conversations. He’s great comic relief and also a good reminder that the syndicate you’re working for is a capitalism-mirroring overclass cult that kidnaps and slaughters people to feed their gods psychic energy (I love a good class ally. Who’s the real demon, here?).
The entire game is a free-form prelude to the much-hyped court trial you can activate at any time. This is where Paradise Killer’s mechanical detective fangs finally protract in earnest. Whilst dispensing justice is suitably thrilling in its no-holds-barred brutality – every conviction is an execution – I think the true solution is perhaps too unambiguous for my liking. Whilst it doesn’t present a results page, there’s outright fessing up to crimes. Find all the clues (and some of them are well hidden) and you really can’t go wrong. I wish perhaps that there was a way to remove the notes screen so that the player could be forced to fill in their own deductions. This would make it easier to miss certain clues and lead to more interesting court trials.
All the same, there are some very interesting aspects to the trials outside of playing them straight. There’s an element of overlooking the crimes of those you’re sympathetic to and have bonded with. If you’re inclined to have a clean slate, convinced as you are of Syndicate corruption, you could even manipulate the trial to wipe the syndicate out. Quis custodiet ipsos custodes?
If I had two extra arms that too would be their utility.
Whilst I wish Paradise Killer’s mechanical detective fangs were a little sharper, it oozes style and its writing and world-building are out of this world. It’s not a lie when I say I wanted to stay forever here in paradise where love dies. I already know as truth/fact that when it comes to this game my love will never die.

DETECTIVE VISUAL-NOVEL - You play as an investigator, Lady Love Dies, and you are tasked with unraveling the great mystery of the Councils' deaths.
PROS:
++ Captivating mystery. This was my first "detective" game and Paradise Killer whet my appetite and made me want to play more games in this genre. The longer I played, the more I became enthralled by this murder mystery. And the more I explored and talked to people, the more complex the scheme became. This kept me hooked during my playtime.
++ Memorable aesthetic and style. Game had tons of personality in its presentation (the designs of the characters were odd but memorable, the music was phenomenal, and the UI fit the aesthetic they were going for).
++ Surprisingly deep lore. It's evident that they put a lot of love on this project based on how much effort they put into the lore of this game.
++ Satisfying gameplay loop. It was fun exploring the map and finding more relevant clues and evidence. Very satisfying!
++ Final trial. I liked how the game handled the final trial. There is no "true" or "correct" ending, but it is up to the player to present their own …

DETECTIVE VISUAL-NOVEL - You play as an investigator, Lady Love Dies, and you are tasked with unraveling the great mystery of the Councils' deaths.
PROS:
++ Captivating mystery. This was my first "detective" game and Paradise Killer whet my appetite and made me want to play more games in this genre. The longer I played, the more I became enthralled by this murder mystery. And the more I explored and talked to people, the more complex the scheme became. This kept me hooked during my playtime.
++ Memorable aesthetic and style. Game had tons of personality in its presentation (the designs of the characters were odd but memorable, the music was phenomenal, and the UI fit the aesthetic they were going for).
++ Surprisingly deep lore. It's evident that they put a lot of love on this project based on how much effort they put into the lore of this game.
++ Satisfying gameplay loop. It was fun exploring the map and finding more relevant clues and evidence. Very satisfying!
++ Final trial. I liked how the game handled the final trial. There is no "true" or "correct" ending, but it is up to the player to present their own truth of what happened. This makes our experience more memorable and unique, and gives more reason for us to revisit in the future and look at the cases from different perspectives.
CONS:
-- Limited budget. Not necessarily the studio's fault, but the lack of budget shows in the way the open-world looks, the sparse and often mismatching voice lines, and the very simplistic gameplay on offer.
-- Lack of choice during conversations. There were no repercussions to saying the "wrong" things during discussion. Even if you anger one of the characters, you can keep talking to them as if nothing happened. This gave me the feeling that I had no impact on a character's disposition towards me and there was no need to try and "butter up" characters in order to receive better info.
-- Backtracking. Backtracking was tedious (fast traveling accounted for) and it didn't help that the general movement felt unsatisfying, even with the movement upgrades. I feel the game would've been better if the game world was more condensed.
-- World map was confusing. The game could have really used the option to set custom objective markers.
-- Anticlimactic ending.
It's got some gameplay issues for sure, but next level world building and style that kind of has to be experienced to be believed. If this game interests you at all, give it a shot. Pretty much what you see is what you get here. I thoroughly enjoyed my time with this supernatural mystery.
PROS
CONS
I think that paradise killer is a good game, but know that there are some big things that can either make you love the game or get frustrated with it. At a basic level it is a detective game where you are walking around an island and collecting evidence through a combination of exploration and interviewing suspects. Lets start with the good:
This game has VIBES. Everything about it feels so unique. The killer soundtrack, the environmental design, character design, and even the UI are dripping with creativity. On top of that, the world building is phenomenal. It's like 80's funk vaporwave meets cosmic horror, and there was a lot of effort that went into sprinkling interesting details throughout the game.
The investigation as a whole is... OK. Initially it was really fun exploring the island and looking for clues, but eventually a couple tedious things started to take over, mainly the character dialogues and collectathon. I have issues with the character dialogues. Why are you able to ask characters so many questions about things they know nothing about? I swear 2/3 of options are, "Hey, do you know about X?" -> "No". Additionally, whenever you actually find evidence against …
I think that paradise killer is a good game, but know that there are some big things that can either make you love the game or get frustrated with it. At a basic level it is a detective game where you are walking around an island and collecting evidence through a combination of exploration and interviewing suspects. Lets start with the good:
This game has VIBES. Everything about it feels so unique. The killer soundtrack, the environmental design, character design, and even the UI are dripping with creativity. On top of that, the world building is phenomenal. It's like 80's funk vaporwave meets cosmic horror, and there was a lot of effort that went into sprinkling interesting details throughout the game.
The investigation as a whole is... OK. Initially it was really fun exploring the island and looking for clues, but eventually a couple tedious things started to take over, mainly the character dialogues and collectathon. I have issues with the character dialogues. Why are you able to ask characters so many questions about things they know nothing about? I swear 2/3 of options are, "Hey, do you know about X?" -> "No". Additionally, whenever you actually find evidence against someone, asking them about it is pretty uninteresting. You give them clear evidence of their crime then they just say, "NUH UH that's a lie". The character designs are so cool, but they end up being pretty unlikable since they are all so mean to you. I guess that's just the antagonistic relationship of investigator and suspect. But that makes a weird juxtaposition with the hangout conversation that you have 2 seconds later being all buddy buddy again. Hangout conversations are decent world building material, but eventually my gameplay became just fast traveling between characters to go through hangout conversations and get the "probe" dialogues that actually contain interesting and relevant stuff.
Another issue was the blood shard collectathon. Maybe it's for some people, but I just felt like the game was wasting my time. I know it's technically optional past a certain point, but you need a minimum amount to do many things in the game. I liked the items that you would pickup that had a picture and wacky flavor text, though. Also it was very annoying to complete some extended puzzle sections only to get... a single blood shard. Woop. Overall I felt like the inclusion of blood shards distracted me from the environments instead of the intended goal of getting me to explore more. The nightmare computer puzzles were also very uninteresting.
In summary I think the game is a good detective game with so many creative elements being weighed down by some tedious design. It could have trimmed a few hours of playing trash collector and clicking through meaningless dialogues to get to the good ones. It is no Obra Dinn or Outer Wilds, but it has its place.
Despite its many flaws, I enjoyed this overall. Mainly because I love solving mysteries, especially murder ones. And I liked the style - it was a new vision for video game murder mysteries, and I did really appreciate that. Unfortunately, it was challenging to figure out the game mechanics, the fast travel sucked, and they could have explained many of the elements much better. So again, I wished they would have called me; I could have made this game perfect! But honestly, it was fun! (They did great with the names, whoever had that job really killed it!)
Good:
I was surprised by the format of the game - I might have just half-arsed my research but I was kinda expecting an Ace Attorney-like visual novel/trial game. It does pretty much end up there but it starts by dropping you into a surprisingly large and open world and giving you pretty much total freedom. I think this freedom to discover the world and put the pieces together at your own pace was the game's biggest strength.
The world of the game grows on you. I was initially worried that it was trying too hard to be strange and different at the expense of building an engaging world, but as things get fleshed out and the internal logic of the world becomes apparent it does a good job of sucking you in. You can get lost in it if you choose to explore every corner and read every piece of flavour text. It probably does outstay its welcome a little - by the end I was just clicking through descriptions and conversations to get to the trial.
Bad:
Good:
I was surprised by the format of the game - I might have just half-arsed my research but I was kinda expecting an Ace Attorney-like visual novel/trial game. It does pretty much end up there but it starts by dropping you into a surprisingly large and open world and giving you pretty much total freedom. I think this freedom to discover the world and put the pieces together at your own pace was the game's biggest strength.
The world of the game grows on you. I was initially worried that it was trying too hard to be strange and different at the expense of building an engaging world, but as things get fleshed out and the internal logic of the world becomes apparent it does a good job of sucking you in. You can get lost in it if you choose to explore every corner and read every piece of flavour text. It probably does outstay its welcome a little - by the end I was just clicking through descriptions and conversations to get to the trial.
Bad:
Overall a fun and unique experience that sticks with you.
While Paradise Killer seems like a detective adventure game, it's not impossible to beat the game without solving the main mystery at all. The game's climax plays out in a court session, which the player can engage in at any given point. But in order to unveil the true story, you will need to collect countless pieces of evidence and talk to many different characters. This means that you will need to work your way through an inconveniently designed open world, and I often found the game's scenario hard to swallow. That being said, from quirky character design to Japan-inspired locales and a Vaporwave-like soundtrack and UI, the game’s surrealistic atmosphere is well worth a visit.
A few years ago, I played The Painscreek Killings. I have yet to find another experience close to that game. For those of you who don't know, The Painscreek Killings is a detective game with emergent gameplay; there are multiple routes through the game and with multiple ways to find the solutions to the emerging puzzles. I was hoping Paradise Killer could scratch that itch, and in some ways it got close.
Paradise Killer falls closer to Outer Wilds in structure than The Painscreek Killings, where you can see every go-to-point in the world, and you fill in the blanks as you want, with a little bit of exploration thrown in for good measure. A random poster on Reddit described it as "push A to progress" and that was a fair, if glib way of describing Paradise Killer.
There are two other key factors to Paradise Killer, and that's the setting and the characters. Exploration plays a significant part in the game where you have to check your notes and then proceed to the location based off your reading comprehension; as well, dialogue with others reinforces this -- it's also potentially your first time coming into that information, but it …
A few years ago, I played The Painscreek Killings. I have yet to find another experience close to that game. For those of you who don't know, The Painscreek Killings is a detective game with emergent gameplay; there are multiple routes through the game and with multiple ways to find the solutions to the emerging puzzles. I was hoping Paradise Killer could scratch that itch, and in some ways it got close.
Paradise Killer falls closer to Outer Wilds in structure than The Painscreek Killings, where you can see every go-to-point in the world, and you fill in the blanks as you want, with a little bit of exploration thrown in for good measure. A random poster on Reddit described it as "push A to progress" and that was a fair, if glib way of describing Paradise Killer.
There are two other key factors to Paradise Killer, and that's the setting and the characters. Exploration plays a significant part in the game where you have to check your notes and then proceed to the location based off your reading comprehension; as well, dialogue with others reinforces this -- it's also potentially your first time coming into that information, but it all feeds into each other.
There was a concession for a broader appeal where the game keeps track of your information for you, but it does so at the cost of doing more of the work for you, and when it comes to a detective game, taking away detective work from the detective is detrimental to the fantasy. It would be nice if there was a harder option that forced you to deduce more of the truths yourself.
While you explore the world, you get to take in a vaporwave, meets Egyptian, meets LGBTQ, meets Japanese housing complex aesthetic that feels like a bunch of random spaces smushed together. It's dream like in its architecture, and it works well for the game, but it is different.
As mentioned earlier, the last key element of Paradise Killer is the character relationships. It's part dating sim, similar in many ways to Danganrompa, but with nothing but hotties.
The characters are probably my second-biggest complaint about the game. All the characters feel too close to each other -- they are visually distinct, but they are distinct like how superheros are distinct. There is an idealism at play that makes the game feel more immature than a game with no sex and teenagers kill each other.
Look, there is a lot to get out of Paradise Killer, from its fun world, to its interesting characters, to a solid murder mystery to untangle; however, despite its heady conversations about life, gods, and relationships, it comes off like a teenager -- acting like they know more than they do
Free @ Epic for the next 21,5 hours:
https://store.epicgames.com/en-US/p/paradise-killer-c3ea1c
New mystery game tomorrow.
To those who've played this game, do you think it would have benefited from having a smaller world, or do you like it as it is?
I really liked the concept of this game, but looking back on my time with it, it almost seemed like most of it was spent running to and from each character. I would love a sequel that is more condensed in size. I also didn't jive with how the open world looked. It was such a stark contrast from the game's stylish presentation.
Also, if you're at all interested in this game, it's featured in the newest Humble Bundle along with 6 other detective games for only $13 CAD.
Whoaaa, Kaizen Game Works are teasing something new! Paradise Killer is super impressive for a debut effort, so I can't wait to see what they're cooking up with the help of extra experience and lessons learned.
I did not think i would enjoy this as much as i did, as a rule i do not enjoy murder mystery games but this one was so fantastical and other worldly (editied some out because the spoiler tags were being funky)
I wanted so badly to like this game, but it's just not for me. I love the artistic direction, but the dialogs are just not doing it. All the neologisms make it a chore to read through, and it's hard to piece together what's happening. I think the characters would have benefited from a little more backstory before going into interrogation mode. I'm guessing it gets better as you progress, but at this point I'd rather play something else.
I can definitely see the appeal though. I'm glad that this game exists, even if I didn't enjoy it as much as many others.
Accidentally posted my review as a status whoops
I did increase my rating from 4* to 5* (probably would be 4.5 if I had the option) given how much it's been rattling around in my head since I finished. I put it in the FE3H and Somnium Files category of games with significant flaws that I still loved because of how much reflection they invite. Really hoping we'll see some refinement of this formula and more games that combine free exploration with investigation and good world-building.
I hate what I'm gonna do here but...
I loved Paradise Killer. It was one of my favorite games of 2020. Kaizen Game Works just published an small artbook on itch.io and I NEED IT AS AIR TO BREATH.
It's just one dollar. Problem is: I literally can't buy it. I don't have a credit card. So, if anyone here is feeling generous? Can you give it to me as a gift?
I promise I'll write a short review or impressions of the artbook here as a "payment".
I'm not clicking with this game. I like the weird feel, but the mechanics of going around the island looking for clues does not appeal to me at all. On top of that, It looks rather ugly.
After playing this for just 15 minutes I know this is EXTREMELY MY SHIT.
How can I describe this game? It's like an anime-satanic-vaporwave-Phoenix-Wright-like