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- Corpse Party: Book Of Shadows Review – Is Salvation Just A Choice Away?
Monday, May 5, 2025
Genre – Horror, Adventure Game Play Time – 20 hours Developer - MAGES. & Team Gris Gris Steam VNDB
Can Fate Be Changed?
Making
a squeal to a horror game is never an easy task since if it deviates too
far from what made the original terrifying then the audience may feel
disconnected from it. Book of Shadows’ answer to this problem is to
firmly bury itself within the Blood Covered’s setting and
time-frame in order to tell a set of different stories using the same
material. Trading out the sprite based visuals for one much closer to
the style of the CGs and a movement system much more akin to a
dungeon crawler are both changes made to help it stand out from the
original while still being able to incorporate its core identity. A
certain glee can be felt from the game when it presents the player with hope and new
possibilities only to crush them in inventive ways. The most notable
departure from the first game is in its focus on the previously minor
cast members who often died off screen and giving them the proper
time to shine rather than being glorified set dressing. Relying so
much on Blood Covered comes with the draw backs of not really pushing
the greater narrative forwards until the very end and having few
interesting mechanics to call its own. Is this over reliance on the
original enough to undermine its own achievements? Let’s avoid
those bad endings and find out.
Cyclical Horror – Narrative and Themes
Sticking
so close to the original’s material allows Book of Shadows to play
on the familiar and known aspects of the world in ways which add to
the player’s appreciation of it. In particular it loves to take a
section of the story that the player thinks they know and expand upon
it to reveal there was more going on then they realised in an
episodic fashion. The chaotic myriad of other people who were drawn
in by the Sachiko Ever After ritual, only glimpsed before, are given
the space to showcase their tragedies and how their stories
intersected with the main cast’s own journey. It does a good job of
highlighting the magnitude of the suffering which occurred and how
lucky the people who escaped were in the face of this ever-changing
labyrinth of death traps. As a whole the game loves to play with the
player through giving them hope before cruelly snatching it away just
when it seems to be within grasp. This happens multiple times across
the play time while being spaced out enough to convince you that
maybe this time will be different. Of course it never is, the end of
this tale has already been written and witnessed in the original so
it is folly to think otherwise, but Book of Shadows does a masterful
job of luring the player along with the promise of a happy ending
despite everything pointing in the opposite direction. By fully
embracing the bleak nature of the setting it can layer on the
atmosphere and create an experience which captures best parts of
early to mid game of Blood Covered. Everything is dangerous and the
characters are confused and scared in the face of this monstrous
place, it is here the horror in Corpse Party games is at its
strongest and Book of Shadows fully capitalises on this at every
turn. This is why the false hope and focus on previously minor cast
members are so important, the player must have the ability to put
themselves in the characters head space rather than distancing their
feelings from people they know the fates of.
Relying
so heavily on Blood Covered comes with the problem of Book of Shadows
feeling as if it does not meaningfully advance the narrative. It
spends the majority of its play time expanding on what has already
been established but not in a way which points to anything
substantial for the future of the series as it just clarifies events
which have already reached their conclusion. The final section of the
game does try to set up for a squeal with a new story set after the
events of the original, but its execution is a bit messy. This
manifests as a general lack of confidence in its own material and the
game’s systems not having the same impact they did in the school.
Perhaps the best example of this narrative issue is the over the top
cliffhanger which is so contrived and overly violent that it moves
into being almost comic. There have been plenty of violent scenes
before this point but the bright lights and visual clarity highlight
how silly it is. There is a reason the school is so dark and it is to
blur the unflattering lines of the horror fantasy since the genre
sits closer to comedy when all is clear to see, horror is only scary because
there is some level of the unknown to it. As for the mechanics, this
chapter is set in what is essentially a haunted house, but it is not
very big and only consists of a few rooms. What this does is remove
much of the freedom and exploration offered before and it makes for a
very linear flow. As a result it brings all of the minor issues with
the system to the front since there is nothing to distract from it.
Overall it is a weak note to end what is otherwise a strong horror
experience.
Getting A Turn In The Spotlight – Characters
When
it comes to the cast there is the continued focus on expanding on
established ideas. There are not truly any new characters with those
who seem to be new at first glance having actually appeared as
corpses in the original. Their fates have already been written and a
player who remembers these details will be rewarded with a sense of
the tragedy to come. Each one is given enough space to provide a
rounded presentation of themselves so the player has a good sense of what
makes them tick. In terms of their role
within the narrative, there is a great deal of variation as some get
to be major characters in their chapter while others serve
the role of sacrificial lambs to the slaughter and it is often hard
to tell which they are when they are first introduced. By spreading
out the importance of these characters the game can keep the player
on the edge of their seat as to how long they have left which it can
play with to create a sort of suspension bridge effect to foster an
emotional attachment to the characters. As for the returning cast
they are still the same entertaining and clashing personalities as
before and since they are already established the focus can
instead be put on new interactions and exciting situations. There is
a brand of what if fiction to the characters’ choices and these new
stories are given a feeling of wandering
off into unknown territory. While they cannot go too far off the
beaten track, each character gets enough new material to satisfy fans
and make them a relevant part of the narrative despite their stories
having already reached their conclusion.
Intimate Terror – Visual, Audio and Technical
When
it comes to presentation there is a move away from the pixel art of
the original title and into a style more in line with that game’s
CGs. This is done to accommodate the change in gameplay from an RPG
into a point and click adventure game. As such the player needs a
static and clearly presented world to interact with in order to be
able to reasonably understand what they are able to use within the space and
what reactions they might be able expect. The result is a direct
visual style where the first person perspective makes the horrors
personal and intimate as it is offered up in a vivid detail not
possible before. A corpse on the floor is no longer a jumble of
pixels symbolising its horrific nature and it is instead the rotting
remains of what was once a person which represents the fate awaiting
those trapped here. In terms of audio Book of Shadows
inherits the tool set of its predecessor but utilises it
in a slightly different manner. Rather than being something to
highlight key moments and actions, it instead focuses on creating
a general ambiance where everything makes some kind of
unsettling sound in order to sell the hostility of the environment.
Promoting the school itself has a living and antagonistic entity
underpins a lot of the presentational choices since it still holds an
unknown threat to it which the ghosts no longer possess and it allows
the game to capture the same fear as the original.
On
the mechanical front this is a fairly standard point and click
adventure game with a normal inventory system and movement.
However, there are several strange design choices which are worth
talking about in the form of the sanity system and how the player unlocks
the final chapter. Introduced in the first chapter, the sanity system
represents how much the school’s influence has infected the
playable character. This is a system at its best during that opening
chapter where as the character’s sanity drops their behaviour begins to change and their interactions become more wild, violent and
unpredictable. Unfortunately this is the only real time the sanity
system has any real effect on the game and from then onwards it is
just a health system which gives you are a game over if it maxes out
and nothing else. It is such an odd choice to build up the importance
of the sanity system in the first chapter only to throw it out of the
window instantly and it leaves a disappointing aftertaste when the
player realises this fact. When it comes to unlocking the final
chapter the developers decided that the player must either have save
data from Blood Covered or they have to complete every single bad
ending the game. As good as the various bad endings in Book of
Shadows are, they are not something the player should be forced to
complete like a checklist and it takes all the mystique and terror
out of them. There are also quite a lot of them so the process is
long and repetitive since if the player has just been completing the
chapters normally then they will likely only have a handful. A horror
game should never devolve into data entry as there is nothing less
scary than busy work.
Conclusion
Expansion
is at the core of Book of Shadows’ identity as it adds more layers
to Blood Covered’s narrative and setting from a new and exciting
angle. It loves to give the player hope and snatch it away as cruelly
as possible while it showcases the various minor characters who have
been snared into the deathtrap. Moving away from a sprite based RPG
into a CG based point and click adventure style allows for a more
direct and personal presentation of the horror where the school
itself feels more antagonistic than before. By mixing in familiar faces,
the narrative can reveal new sides to them while still making them
consistent with what was established in the original in order to create a more well rounded experience. Despite some issues with it not pushing
the overall story forwards and some odd gameplay design choices, Book
of Shadows stands out as an example of how a horror sequel can be
recapture the magic of the original title.
Verdict –
Builds upon what made the first game a strong horror experience
to create a well rounded and expanded version of that terror with new
angles on familiar characters and ideas. It does slip up a bit when
it comes to progressing the overall plot and has a few odd design
choices.
Pros -
+
Gives the player just enough hope for the moments of despair to hit
all the harder and mixes it in with a good dose of the familiar to
undermine expectations.
+
New life is provided to existing major characters and new and minor
cast members get their time to shine while selling the horror of what
is happening to them.
+
Perfectly transitions from sprites to CGs and manages to capture new
angles on the established horror of the school.
Cons -
-
Does not really move the overarching narrative forwards and even when
it tries to it is quite messy.
-
Several odd design choices in the form of a vestigial sanity system
and being forced to complete all the bad endings.