Cruising through dialogue.
![]() |
| Console: Nintendo 3DS |
With how
I've just come off a bunch of longer games I was in the market for a title that
I could pick up and play through in about a week. Something to act as both a palate
cleanser and to keep me busy while I contemplate what my next 'big' game will
be. Then I remembered that, as part of the 3DS Eshop closure, I picked up games
that fit that bill perfectly: the Parascientific Escape trilogy. I had never heard of these games before but the titles intrigued me and with how they
were just a euro each… Well, I couldn’t pass them up.
Hitomi
Akeneno is a young psychic who, together with her best friend
Chisono Shio, attends the maiden voyage of a cruise ship. Hitomi was given
an invitation to the event anonymously through a mysterious letter. While looking through the room the invitation told her to meet in, an explosion
rocks the ship, and Hitomi gets locked inside. It's now up to her to not only
find out the truth behind the mysterious letter but also that of the explosion
and escape the sinking ship she's now trapped on.
As a visual
novel game, the strength of the story is very important. These aren’t games
that, if the narrative is on the weak side of things, can fall back on what videogames do best:
gameplay. No, they are more like interactive books where the actual game
elements are meant to give a touch of interactivity to the proceedings. When it
comes to the story of Cruise in the Distant Seas, I'm sad to say
that the narrative is only 'so-so'.
Presented
akin to something of a diary, it leans heavily into familiar anime tropes, such as
psychics and schoolgirls, that I don't care for much. It’s also rather
predictable. I was able to figure out the entire trajectory of the game pretty
early thanks to the general direction the story went in early on.
Granted, it
was a lot of fun to speculate on the 'big' reveals and such. The game is pretty
generous when it comes to the clues for the, what is essentially the
micro-mystery of each chapter. This gave me lots of room to speculate on, for
instance, who the puppet-master behind the scenes could be. It didn't take me much
thinking to get to the correct answer, with one exception, but I found the speculation
fun to do.
![]() |
| It's this type of dialogue what I meant with 'presented like a diary'. |
The quality
of the dialogue isn't great but the small cast of characters we have here all
have clearly established personalities that make them a lively little group to
follow. That said, protagonist Hitomi herself leaves something to be
desired. Her character arc, gaining confidence and a sense of responsibility
in light of her father's passing during a failed rescue attempt, feels
underdeveloped and not especially compelling. She questions her own instincts,
but, like, why should the latter even be a question to begin with? Why is she
positioned as 'odd' for wanting to help a stranger in need?
What struck
me in my first few minutes playing this game, and which never truly left, were
plenty of 'someone's first game' vibes. What do I mean by that? Well, that aside
from this game being a very short 5 hours, it lacks polish. In the first minute
of the game I noticed a glaring spelling error which ended up becoming a reoccurring
issue. When it comes to the 2D character portraits, they're not bad drawings at
all, but they give off the impression that they were drawn by someone who simply
hasn't had that much experience yet.
I figured I
was dealing with a small, inexperienced development team because of these
things, but as it turns out its developer, the Japanese based Intense, had
over a decade of experience under its belt when it released Cruise in
the Distant Seas. Why the lack of polish then? A short, on-a-budget,
development pipeline perhaps? Well, that's the one mystery here I won't get an
answer to I’m afraid.
Circling
back to the graphics for a moment, I don't really know what to think of them as
a whole. We have what looks like 3D environments rendered to be flat that serve
their purpose but are, literally, rough around the edges and sometimes unclear. In
some instances, a standout object is just for set dressing while in another
instance, a barely visible black bar in the background is of utmost importance.
Combine these points with the largely forgettable music and I can't say more
than that the look and feel of the game is passable. Nothing less, nothing
more.
Now, last
and actually least, is the gameplay itself. It's a bit weird to say that for a
videogame but that's just how the cookie crumbles with a visual novel title.
This title mixes the expected point-and-click segments, which are very snappy
thanks to the touchscreen, where you can interact with a variety of things such
as doors and telephones alongside lots of dialogue and a rather underwhelming type
of puzzle. Well, I say 'puzzle' but what I mean is one main puzzle aside from the point-and-click exploration sequences: the maze puzzles.
These maze puzzles consist of first using Hitomi's clairvoyance to 'X-Ray' through, say, a
closed locker to see what's inside before using telekinesis to move, say, the
key through the open hole. It's basically one big maze puzzle that gets harder
each time as the game introduces different kinds of obstructions and whatnot.
Both these abilities are on a meter, which you can increase through
exploration, meaning you only have a certain number of moves to solve the maze puzzles in.
![]() |
| A visual example of the 'X-ray' bit so you all can visualize it better. |
It is
appreciated that the game ups the ante with every maze puzzle, but I can't say that
I found them to be very engaging. This is a true example of 'when you've seen
one, you've seen them all'. Perhaps you will find these maze puzzles a lot of
fun and they thus won't outstay their welcome for you, but for me, they really
should've had at least had another kind of puzzle aside from these maze puzzles here to give you some
variety.
These maze puzzles are, of course, just a part of the equation here. When you're not doing
these you point and click your way through all kinds of
different objects that gives you information, such as a cryptic code, to objects you can use to, say, light up that dark room from a while back. Your end goal?
Make your way through all these obstacles to escape the room you're in or find
your way into the next one.
I think
it's smart that most of the game is something akin to a 'locked room mystery'.
Each chapter basically has one larger 'closed-off' area where you have to solve
a sequence of challenges to progress. This approach keeps things easier to grasp. There
are some bits that require you to go to an older area but the game clearly
states that you need to do this and you can easily travel to these areas
through quick travel. So yeah, that was well handled. Should you still have
some trouble though, you can use the hint system to help you out but these do
tend to give you nearly the entire solution.
This is
also where I found the game to be at its best. Seeing some of the solutions of
these strings of conundrums to get to your goal, but you're looking for that
one missing piece. Seeing the dominos falling when you’ve finally found it, making
your way past each obstacle one after the other, seeing how the solution of one
is a piece to the solution of another, is a great feeling.
And on that
high note, let's move on to the big, bad...
Conclusion
Parascientific Escape: Cruise in the Distant Seas is a fine but unmemorable game. The story and presentation are underwhelming and its maze puzzles undercooked and repetitive but solving its interconnected challenges like a series of falling dominos is a lot of fun. I also feel that its short length and focus on 'closed room' sequences actually makes this a very approachable visual novel game for beginners. Still, there are certainly better visual novel games out there that do all these things as well and more. I recommend seeking out one of those games and leave Cruise in the Distant Seas in the past.



Comments
Post a Comment
Liked what your read? Want to join the discussion? Why not leave a comment! If you do, keep it civil and respectful. No bad language here!