
Developed/Published by: Xeen / Square Enix
Released: 08/03/2023
Completed: 17/10/2026
Completion: Got all the endings!
A new Paranormasight game came out earlier this year, but I’d missed the first game in the series. As eager as I was to play it, I thought it’d be best to wait until the season was right. And so I did!
To be completely honest, it probably wasn’t necessary. While Paranormasight is spooky, the creepy moments and jump-scares are very front-loaded; the rest of the game settles into more of the “mystery novel” milieu, as characters cross paths and work in tandem (intentionally or not) to stop a forthcoming tragedy, and ultimately “solve” the seven mysteries of Honjo. I suppose it was in the title…
This isn’t bad (at all!) and horror films and stories are often procedurals, but I was surprised by how much the game lets off the gas after its dark and creepy prologue. But it’s probably because Paranormasight is very dense: there are a lot of characters to keep track of, several murders to try to connect, deep lore to parse, and timelines to line up. The game is thinky, not spooky.
In Paranormasight, you play four different characters in 1980s Tokyo. The game’s prologue features Shogo Okiie, a fairly normal guy who’s ended up looking into the seven mysteries to impress a girl. After that, you can move largely at will between three other protagonists: Harue Shigima, a housewife anguished by the loss of her son, who believes the seven mysteries may be able to resurrect him. Yakko Sakazaki, who is using the paranormal to investigate the death of a classmate. And Tetsu Tsusumi, a hard-boiled detective investigating the murders that are occurring due to the curses that are connected with the seven mysteries.
Although generally described as a visual novel, Paranormasight is very much on the side of the genre that errs towards its roots in Japanese adventure games. While it features timeline jumping–which I tend to think of as a visual novel design “thing”–the meat of the game is instead in the patient exhaustion of options that you see in Japanese adventures, where you might have to talk to someone three or four times to get everything out of them, and maybe even go off, do something else and then return to them to actually progress.
The Phoenix Wright games are probably the most popular example of this, though Paranormasight has one really nice, player-focused change: as soon as you’ve exhausted an option you get a wee tick beside it, so you know there’s no point still doing it–and if there isn’t a tick, and you’re getting the same response repeatedly, you’ll know you’ve got to do something else and come back to exhaust the option.

I can understand why certain visual novel fans might find this a bit annoying in Paranormasight. In a lot of the game you’re not really performing any particular lateral thinking to move the story forward–while the game does have a few things like inventory puzzles, as is fairly normal for Japanese adventures they’re used very sparingly compared to their western equivalents–you’re mostly just doing things like talking to one character four times, then another character in the same room a couple of times, then going back to the first character to complete the scene.
Luckily, Paranormasight’s world and characters are extremely engaging from the off. The team have worked really hard to make the game embody 1980s Japan, and I love that it’s not just obvious signifiers like rotary telephones, but that a “bad girl” character has a proper sukeban blowout hairstyle, or private detective Richter Kai’s shōjo manga good looks (like he’d stepped off the pages of Aim For The Ace.)
The problem is that the characters and world can only take the game so far. They’re supporting a story that is largely entertainingly complex and twisty, but there’s so much to it that it slows down significantly after the exciting, pacey prologue, and comes to a dead stop at the climax. Paranormasight ends with an extremely hard puzzle that requires you pour over the files and make connections that aren’t really very obvious–imagine a thriller where the climax is the heroes popping down the reference library for a few hours–and when you finally work that out (or just look it up) the concluding puzzle requires you remember something that happened basically at the start of the game (which you could have missed) and then do an action that you haven’t had to do anywhere else.
It’s unfortunately very deflating, and it’s made worse that the climax makes everything you did feel bizarrely pointless. Without giving too much away, visual novel timeline shenanigans can too often lean heavily on “what if?” and in Paranormasight this decision makes when and where you can jump–and who you can and can’t save–feel kind of arbitrary. It’s really not helped that the game’s villains largely work behind the scenes, leading to a frankly unsatisfying denouement.

This probably sounds like I’m really down on Paranormasight, but I’m not. Well, not entirely, anyway. It’s simply that the game starts so strongly that it can’t maintain the high. You can feel them put all their best ideas into the start–there’s one meta element that while hardly ground breaking, is so amusing and clever that it did make me laugh out loud–and they end up with nowhere to go from there. I’d still largely recommend it, but it’s a real “it’s the journey, not the destination” kind of game: more for people who love figuring out a complicated mystery rather than those looking for a breezy spook-a-thon.
Will I ever play it again? No, but I’m excited to play The Mermaid’s Curse and see what they’ve learned.
Final Thought: One really lovely (and funny) thing about Paranormasight: it’s set in Sumida City, Tokyo and goes out of its way to represent the area realistically, being made with “the full support and cooperation of Sumida City Tourism Division, the local museum, the tourist association, and the local community.” I genuinely love that the tourism division was like “your game is about how our city is cursed, and that people get murdered here? Sign us up!”







