Paranormal Syndrome 2, was released in 2015, 4 years after the 1st game, by the time in which the RPG Maker Horror craze of the 10s was slowing down, mostly due to oversaturation of both games, and youtubers let’s playing the same games over and over (it is unreal how many lps of Ao Oni and Mad Father you could find at the time).
Between Paranormal Syndrome and its sequel, Season of Twilight also released a spin-off set in the same universe and city, Red World, which confirmed that they had big ambitions for the series, I will cover that one at one point, you will see, for now lets focus on Paranormal Syndrome 2.
The absolute madlad decided to stick to RPG Maker 2000, at this point, gotta respect the hustle, and, as you will soon see, by Paranormal Syndrome 2, their mastery of the engine is without a doubt, but, I am getting ahead of myself.
Let’s just get on with it, shall we?
Story & Setting
3 Months have passed since the Paranormal Syndrome incident, paranormal activity around both Mikoto and Kikugawa City has seemingly subsided. Yet, something else is brewing in the shadows.
A mysterious box appears at the Kajiro Inn, a box the little girl couldn’t help herself but take inside, and her childish curiosity will soon bring about tragedy. Once the box was opened, a new incident will come about, worse than before, both city and countryside will soon be flooded by all manners of supernatural phenomena.
It falls upon Himuro Hitoshi, the detective from the 1st game, and the Special Operations Department to protect the people from this new Paranormal Syndrome. Yet, this time, there are more forces at play, soon Himuro will realize that his enemies are not only among the supernatural, but among the living as well.
Thankfully, he is not alone, this time Mikoto will do her best to help him from the shadows, to return the favor, and, perhaps because of something more?
Just like the 1st game, it takes an episodic approach, with each episode focusing on Japanese urban legends, this time the game was kind enough to tell which ones those are:
A mysterious box appears at the Kajiro Inn, a box the little girl couldn’t help herself but take inside, and her childish curiosity will soon bring about tragedy. Once the box was opened, a new incident will come about, worse than before, both city and countryside will soon be flooded by all manners of supernatural phenomena.
It falls upon Himuro Hitoshi, the detective from the 1st game, and the Special Operations Department to protect the people from this new Paranormal Syndrome. Yet, this time, there are more forces at play, soon Himuro will realize that his enemies are not only among the supernatural, but among the living as well.
Thankfully, he is not alone, this time Mikoto will do her best to help him from the shadows, to return the favor, and, perhaps because of something more?
Just like the 1st game, it takes an episodic approach, with each episode focusing on Japanese urban legends, this time the game was kind enough to tell which ones those are:
Presentation
For the most part, the game looks like a standard RPG Maker game, but, it does break the mold when it comes to creature design, many of them used to be more obscure in The West at the time the game was released.
The 4:3 aspect ratio returns, its a limitation of the engine, so nothing to be done about it.
Even though each character has that distinctive classic Final Fantasy inspired RPG Maker look, their sprites are handled in a very good manner, making each one distinctive, although there are 2 cases in which characters looked too similar, like Kogure without the hat looks too similar to Himuro, and Hana looking too similar to Mikoto, still, even with those, there is enough difference to tell them apart if you are paying attention.
Since this game is episodic, each episode takes place in a different locale (multiple locales in episode 4), with each area having a very unique and memorable design and atmosphere, with a great variety of tilesets to keep the game fresh.
The 4:3 aspect ratio returns, its a limitation of the engine, so nothing to be done about it.
Even though each character has that distinctive classic Final Fantasy inspired RPG Maker look, their sprites are handled in a very good manner, making each one distinctive, although there are 2 cases in which characters looked too similar, like Kogure without the hat looks too similar to Himuro, and Hana looking too similar to Mikoto, still, even with those, there is enough difference to tell them apart if you are paying attention.
Since this game is episodic, each episode takes place in a different locale (multiple locales in episode 4), with each area having a very unique and memorable design and atmosphere, with a great variety of tilesets to keep the game fresh.
The same can be said with the paranormal creatures, with the game now incorporating minor enemies, whom are attracted or manifested by the more powerful entities, the minor enemies often follow generic designs tho, except maybe some minor encounters in episode 1, and the ghost villagers from episode 3.
Tilesets wise, the game has a healthy variety, there was no point in which I felt that the maps were getting repetitive, nor did I find the use of sprites confusing to convey the intent of the narrative.
This time, the game does have shinnies to tell the player there are items to be picked up.
The paranormal themes also manifest in a myriad of visual effects, like the screen changing colors, or getting darker when you encounter enemies, as well as playing with perspective, and using screen shaking more often.
Each boss is quite memorable, thanks to some pretty good pixel art.
In the sound department, the game takes full advantage of sound effects and some minor voice acting, to both guide the player and build the atmosphere in each area, although some sound effects are clearly stock RPG Maker sounds, and the voice acting is used very sparingly, when the game uses them, they are often really good, or really helpful, the less is more approach does wonders.
The music has to be the biggest standout in this game, every single time is used, is to completely enhance whatever is happening in the story, pixel art can only give so much when it comes to expressions, therefore, the music makes sure to always be on reserve and help when needed. If anything, the most memorable moments in the game, are thanks to the music.
Tilesets wise, the game has a healthy variety, there was no point in which I felt that the maps were getting repetitive, nor did I find the use of sprites confusing to convey the intent of the narrative.
This time, the game does have shinnies to tell the player there are items to be picked up.
The paranormal themes also manifest in a myriad of visual effects, like the screen changing colors, or getting darker when you encounter enemies, as well as playing with perspective, and using screen shaking more often.
Each boss is quite memorable, thanks to some pretty good pixel art.
In the sound department, the game takes full advantage of sound effects and some minor voice acting, to both guide the player and build the atmosphere in each area, although some sound effects are clearly stock RPG Maker sounds, and the voice acting is used very sparingly, when the game uses them, they are often really good, or really helpful, the less is more approach does wonders.
The music has to be the biggest standout in this game, every single time is used, is to completely enhance whatever is happening in the story, pixel art can only give so much when it comes to expressions, therefore, the music makes sure to always be on reserve and help when needed. If anything, the most memorable moments in the game, are thanks to the music.
Mechanics
Gameplay wise, this game is a massive departure from the 1st, now going in an action horror direction.
Unlike Mikoto, Himuro is packing heat, and when it comes to dealing with supernatural creatures, he follows the Winchester Brothers approach, shoot it until it dies… Again. An aspect which is heavily incorporated in the gameplay, now, instead of having an inventory/menu key, that key is now dedicated to draw/holster Himuro’s pistol, ammo is unlimited, and he doesn’t need to reload.
The no inventory key can be a problem if you have bad memory, as I didn’t find a way to check what I had on my character, thankfully, in this game all items are used automatically when needed, the levels aren’t too big, and pretty linear all things considered.
While having the pistol out, he can’t interact with items or objects around the world.
Gameplay will also have minor changes in each episode.
Unlike Mikoto, Himuro is packing heat, and when it comes to dealing with supernatural creatures, he follows the Winchester Brothers approach, shoot it until it dies… Again. An aspect which is heavily incorporated in the gameplay, now, instead of having an inventory/menu key, that key is now dedicated to draw/holster Himuro’s pistol, ammo is unlimited, and he doesn’t need to reload.
The no inventory key can be a problem if you have bad memory, as I didn’t find a way to check what I had on my character, thankfully, in this game all items are used automatically when needed, the levels aren’t too big, and pretty linear all things considered.
While having the pistol out, he can’t interact with items or objects around the world.
Gameplay will also have minor changes in each episode.
In episode 1, the game retains some of the puzzle solving and item hunting from the 1st game, but, when its time to deal with supernatural creatures, it will be akin to a gauntlet, having to fight off creatures trying to kill Himuro, 1 touch is instant kill.
In episode 2, the game borrows heavily from Silent Hill and Resident Evil 3, as well as bringing back a chase system similar to the 1st game, allowing you to hide if you aren’t confident with the clunky RPG Maker 2000 real-time fighting, in this episode, it will only be 1 creature, but it will be ambushing you at some points, and in plot relevant moments, time will stop and you get to decide to fight or escape (it actually doesn’t matter which one you pick, as the episode will end the same way regardless, and you can still fight/run away if you picked the other option), and you will have a radio which will give the sound of static while you are on a screen in which the creature will spawn. This episode also introduces the first actual set-piece in the game.
Episode 3, is heavily inspired by Siren, mostly when it comes to the mission system, in this episode, each section is divided into bite sized segments in which all you have to do is solve minor puzzles and complete the objective, this one doesn’t let you save whenever, introduces stealth mechanics, and gives you 3 hit points for each mission. It also switches the playable character to Kogure (who uses melee) for 1 mission.
Episode 4, is pretty much episode 1 but with very little survival elements, and a lot of combat, it introduces a health bar for Himuro, introduces sacred water for Himuro to heal, introduces a QTE element to kill specific enemies, and has multiple mini-bosses.
All chapters, have a final boss, most of them have their own gimmicks and can be pretty fun to fight.
Do bear in mind, that this game is a bit harder than the 1st, so, do make sure to save early and often.
That’s pretty much all the important things, there are some extra one-off mechanics not worth mentioning, I mean, they are one-off after all.
In episode 2, the game borrows heavily from Silent Hill and Resident Evil 3, as well as bringing back a chase system similar to the 1st game, allowing you to hide if you aren’t confident with the clunky RPG Maker 2000 real-time fighting, in this episode, it will only be 1 creature, but it will be ambushing you at some points, and in plot relevant moments, time will stop and you get to decide to fight or escape (it actually doesn’t matter which one you pick, as the episode will end the same way regardless, and you can still fight/run away if you picked the other option), and you will have a radio which will give the sound of static while you are on a screen in which the creature will spawn. This episode also introduces the first actual set-piece in the game.
Episode 3, is heavily inspired by Siren, mostly when it comes to the mission system, in this episode, each section is divided into bite sized segments in which all you have to do is solve minor puzzles and complete the objective, this one doesn’t let you save whenever, introduces stealth mechanics, and gives you 3 hit points for each mission. It also switches the playable character to Kogure (who uses melee) for 1 mission.
Episode 4, is pretty much episode 1 but with very little survival elements, and a lot of combat, it introduces a health bar for Himuro, introduces sacred water for Himuro to heal, introduces a QTE element to kill specific enemies, and has multiple mini-bosses.
All chapters, have a final boss, most of them have their own gimmicks and can be pretty fun to fight.
Do bear in mind, that this game is a bit harder than the 1st, so, do make sure to save early and often.
That’s pretty much all the important things, there are some extra one-off mechanics not worth mentioning, I mean, they are one-off after all.
Final Thoughts
What Season of Twilight managed to do with this game, is very impressive, having so much gameplay variety in RPG Maker 2000 of all things is quite the feat, if anything, I am 100% the reason each chapter is so different, its because they wanted to show off something cool they managed to do.
It ain’t perfect of course, as I said before, this version of the engine is ancient, and was before they incorporated a proper programming language. The game also has the biggest pitfall every single action game made in RPG Maker has, weird hitboxes, its an issue no RPG Maker game has an elegant solution to, which is why I will forgive it here, as no game has ever figured it out, yes, including modern RPG Maker versions.
When compared to the 1st game, the gameplay falls completely on personal preference, do you prefer survival horror? Or, do you prefer action horror? That’s pretty much what it boils down to.
Story and characters wise, I didn’t like how our boys Kaga and Kirisaki from the 1st game became background characters, they barely get any screentime, even though they were so relevant in the 1st game, and, come on, they are Himuro’s friends. Sure, there is the Spec Ops Department, but, we get so little time and assistance from them, they might as well be background characters as well, also, none of them were as interesting or as quirky as our boys.
The bossfights were really fun, even with the limitations of the engine, the combination of really nice music, and the anxiety created from the clunky RPG Maker real-time fighting, really enhance the experience, making each fight more engaging and tense.
I also liked quite a lot to see Mikoto return, and, she retained all her character development from the 1st game! No nerfing of abilities whatsoever.
The game is far more grand, with more moving parts, and conspiracies in the background, that aspect can be very hit or miss, and by the end I felt that a lot of the world-building was mostly window dressing, as we barely actually interact with those elements, and, the game does like to exposition dump way more than in the 1st one.
I’d say, the best moments in the story, had nothing to do with the Spec Ops Department, or the conspiracies. All the best moments, had to do with the characters from the 1st game, and with Himuro’s past.
For the chapters, I’d say the weakest one is episode 2, as its pretty much a “walk around until things happen,” kind of character, very aimless. I will also point out that episode 4 has a severe lack of focus, with Himuro jumping quite a lot between locations, and fighting a bunch of creatures with no actual theme to them.
All in all, Paranormal Syndrome 2 is a very different game from its predecessor, and you do have to play the 1st one to understand the story, if you are willing to look pass that difference, are willing to stand some unintentional silliness, can endure some good ol’ RPG Maker jank, and are interested in some Japanese urban legends, this game is worth giving a try.
BTW, there is a Paranormal Syndrome 3, but, it hasn’t been translated as of the time of writing.
This one also requires Japanese RTP for RPG Maker 2000.
Article cover from https://www.pixiv.net/en/artworks/121082505
And, yes, once more, the game doesn't have an official cover, so, we gotta make do with the title screen.
It ain’t perfect of course, as I said before, this version of the engine is ancient, and was before they incorporated a proper programming language. The game also has the biggest pitfall every single action game made in RPG Maker has, weird hitboxes, its an issue no RPG Maker game has an elegant solution to, which is why I will forgive it here, as no game has ever figured it out, yes, including modern RPG Maker versions.
When compared to the 1st game, the gameplay falls completely on personal preference, do you prefer survival horror? Or, do you prefer action horror? That’s pretty much what it boils down to.
Story and characters wise, I didn’t like how our boys Kaga and Kirisaki from the 1st game became background characters, they barely get any screentime, even though they were so relevant in the 1st game, and, come on, they are Himuro’s friends. Sure, there is the Spec Ops Department, but, we get so little time and assistance from them, they might as well be background characters as well, also, none of them were as interesting or as quirky as our boys.
The bossfights were really fun, even with the limitations of the engine, the combination of really nice music, and the anxiety created from the clunky RPG Maker real-time fighting, really enhance the experience, making each fight more engaging and tense.
I also liked quite a lot to see Mikoto return, and, she retained all her character development from the 1st game! No nerfing of abilities whatsoever.
The game is far more grand, with more moving parts, and conspiracies in the background, that aspect can be very hit or miss, and by the end I felt that a lot of the world-building was mostly window dressing, as we barely actually interact with those elements, and, the game does like to exposition dump way more than in the 1st one.
I’d say, the best moments in the story, had nothing to do with the Spec Ops Department, or the conspiracies. All the best moments, had to do with the characters from the 1st game, and with Himuro’s past.
For the chapters, I’d say the weakest one is episode 2, as its pretty much a “walk around until things happen,” kind of character, very aimless. I will also point out that episode 4 has a severe lack of focus, with Himuro jumping quite a lot between locations, and fighting a bunch of creatures with no actual theme to them.
All in all, Paranormal Syndrome 2 is a very different game from its predecessor, and you do have to play the 1st one to understand the story, if you are willing to look pass that difference, are willing to stand some unintentional silliness, can endure some good ol’ RPG Maker jank, and are interested in some Japanese urban legends, this game is worth giving a try.
BTW, there is a Paranormal Syndrome 3, but, it hasn’t been translated as of the time of writing.
This one also requires Japanese RTP for RPG Maker 2000.
Article cover from https://www.pixiv.net/en/artworks/121082505
And, yes, once more, the game doesn't have an official cover, so, we gotta make do with the title screen.
Pros
- + Impressive use of RPG Maker 2000.
- + Very good use of music, sprites, and tilesets.
- + Quite a variety of gameplay.
Cons
- - Janky RPG Maker real-time combat.
- - A lot of the new elements in the story are pretty weak.
- - Barely any inclusion of characters from the previous game.
8
Gameplay
It is very impressive what the dev managed to accomplish within the limitations of the engine, even though it is jank, it offers a pretty good variety and engaging moment to moment.
7
Graphics
Even though it does look like yet another RPG Maker game, it maintains a distinctive and engaging atmosphere, with sprites and tilesets which bring about the personality of characters and locations.
6
Story
It can be pretty hit or miss, and for the most part it lacks focus, and just likes to introduce crazier things as it goes, its somewhat engaging, but, it could be better.
8
Sound
The use of sound and music completely enhances any given moment, making some encounters more tense, and actually giving impact to story moments, even though it uses a lot of stock sounds.
4
Replayability
The game is very linear, and nothing important will change if you make different decisions, its entirely on player's discretion.
8
out of 10
Overall
Paranormal Syndrome 2 is a very different experience from its predecessor, being a massive departure on both storytelling and gameplay, offering a quite impressive display of mastery over RPG Maker 2000 by including so many different mechanics, it works around the limitations to bring a pretty fun and engaging gameplay, with some very unique and memorable locales and enemies, but no longer being a purely character driven story. It can be hit or miss depending on the player's opinion of the first game. All in all, its a pretty good addition to the series, which for good and for ill, expands upon the lore and world-building, while giving a pretty fun and informational approach to Japanese Urban legends. If you liked the first game, or are interested on where the story goes, its worth checking out.
