Operation Backlog Completion 2026
Oct 312026
 

Back in 2023, when we talked about Saint Maker, I mentioned that the developers had previous made a horror visual novel called The Letter, which I hadn’t played yet.

Well, this October I finally decided to check out The Letter.

(I played it on the Switch, but it’s on other platforms as well.)

The Letter is a horror visual novel about a group of people who encounter a strange letter that leads to them being cursed, pursued by a ghost seemingly intent on killing them.

I initially expected a quicker build-up in the story, but there’s actually a fair amount of quieter horror and interpersonal drama as the characters attempt to go about their ordinary lives. Occasionally I felt like this went too far; a character would encounter a frightening paranormal event and then seemingly forget about it a while, but for the most part it was fine. I especially enjoyed how each chapter follows a different character, so you gain new perspective on the characters and events as you play.

Once the horror ramps up, it has some brutal death scenes, too.

There are also occasional quick-time events to avoid game overs, but you can skip these or even set them to automatically skip if you don’t want to deal with them.

What stands out the most about The Letter, however, is its ambition.

Structurally, this is the opposite of Saint Maker. I criticized Saint Maker for feeling almost like a kinetic novel but having too many choices that didn’t affect anything, but The Letter has nothing but choices that affect things.

Because of the way the chapters overlap, choices you make with one character affect the other characters’ scenes. This can be something as mild as how dialogue plays out or as serious as whether or not a character is alive later on, and these branches compound on each other over time. When I reached my first ending, I’d seen only 9% of the scenes in the final chapter due to how many variations there are from all the previous choices. On my second playthrough, it wasn’t long before I encountered long sequences of entirely new scenes because my choices had led to different characters surviving.

Now, eventually it did reach a point where the last two chapters had scenes I’d basically seen before, but were being treated as new since different characters were present this time, but that’s a minor gripe when it lets you get that far with nearly any combination of characters surviving (and the skip function is otherwise a godsend).

And while that’s already ambitious enough, each character also has a relationship stat with every other character, which leads to even more ending variants due to possible romances and friendships.

I haven’t seen all the possible epilogues, let alone 100% of the scenes. But after my first playthrough, I did a second playthrough where I made the opposite choices, and then a run where everyone died and a run where everyone survived, and then I played through one more time for the true ending. After those five playthroughs, I feel satisfied that I’ve seen at least a majority of what the game has to offer.

Overall, I really enjoyed The Letter. I wish some things were clearer (and that it was easier to view the memory fragments that reveal the backstory), but it’s a great visual novel and an excellent choice for Halloween.

Oct 282026
 

I remember seeing The Count Lucanor years ago and thinking I’d like to play it someday.

Then the dev announced Yuppie Psycho, and I remember thinking it looked cool and that I should also play The Count Lucanor. Now they’ve got an upcoming game called Catechesis, and it occurred to me that I still had yet to play The Count Lucanor or Yuppie Psycho.

So when I saw it go on sale on the Switch (and I believe elsewhere, too), I picked it up.

From the beginning, The Count Lucanor has a strange, fairytale-like atmosphere. You play as Hans, a young boy who runs away from home in search of treasure and finds himself in the castle of Count Lucanor, where he’s told he’ll win riches if he can correctly guess the name of the kobold who guided him there.

You have to search the castle for clues by finding key items and solving puzzles. Some puzzles have multiple solutions, especially related to how you interact with the other characters you meet along the way.

It isn’t all puzzle-solving, though. Monsters roam the halls, and you have no way of fighting back, so your only hope is to avoid them. My one criticism is that sometimes the monsters didn’t patrol so much as stand right in front of the door I needed to reach, which added undo frustration. Fortunately, you also find food you can use as healing items.

Oh, and saves are limited, since you save by throwing gold coins into a fountain. Exploring helped me find coins readily enough that I didn’t have to worry, but it did cause some additional tension early on.

Because of these elements, it would be fair to call The Count Lucanor a horror game, although I’d say it feels more like an adventure game overall. The story and atmosphere, too, feel more like a dark fairytale (with plenty of blood) than outright horror.

There are multiple endings, all of which are possible to get at the end of the game rather than being based on decisions throughout. Overall, I enjoyed the few hours it took to beat The Count Lucanor, and I’m glad I finally checked it out!

Oct 262026
 

Sometimes it takes me a while to get around to games. You might have noticed.

All the way back in 2017, I watched a video from Game Informer in which they played the start of a horror game called Unforgiving – A Northern Hymn.

I was hooked, especially by the ending, and I immediately put the game on my Steam wish list.

And then I played it… this October… for the first time… All right, so it took me a little longer to get around to it than I expected back when I first saw it in 2017. Nevertheless, I remembered the start of the game when I started playing, and I was excited to see the rest.

This is the style of horror game where you can’t fight back, which I found a little frustrating during some of the parts where roaming enemies can chase you (because they are persistent) but even more frustrating during a mandatory stealth section near the end. That section frustrated me to the point where it was no longer scary, just annoying.

Aside from that, it has some good scares and creepy moments. Although there isn’t anything too complicated in terms of puzzle solving, there are some simple puzzles and a mechanic with a harp that I really liked.

Once you get the harp, there are points where you have to play a melody based on runes. The major ones are stored so you don’t have to manually play the melody each time, but for some you need to look at the runes and then select the matching strings. It’s simple, but it adds a nice touch.

Your light source also comes in the form of matches, with a matchbox you can pull out to actually look and see how many matches you have left. Matches are plentiful enough that I rarely felt in danger of running out, so I ended up liking this mechanic, too.

(And it’s a good thing they’re plentiful, because I kept forgetting that left-click was “strike match” instead of “interact” so I lit a few matches by mistake.)

Meanwhile, the story is… fine. I wish it had multiple endings, and it felt like more could have been done with it. More interesting than the story itself is the lore. It has a lot of Nordic inspirations and folklore, with collectibles to find that shed more light on the creatures you encounter.

Unforgiving – A Northern Hymn isn’t a perfect experience, and it frustrated me at times. However, it’s got some nice lore and interesting features, so I’m not sorry I played it.