
Review
Cairn masters the ascent like no other game
by Philipp Rüegg

In 2023, Paranormasight: The Seven Mysteries of Honjo proved a real positive surprise. Square Enix now takes us back into that universe with The Mermaid’s Curse – and proves it still has the courage to create bold, brilliant projects.
Square Enix and I – it’s a complicated story. In the golden years, I devoured the publisher’s every game. Alongside the big hitters like Final Fantasy VII–IX, Xenogears, Vagrant Story and Parasite Eve were the absolute pinnacle of gaming. To me, the publisher and developer’s name was synonymous with bold projects no one else dared to make. In the early 2000s, the number of such projects started to dwindle. My Squaresoft (as Square Enix was known around the turn of the millennium) was dead.
In recent years, The Centennial Case and Paranormasight: The Seven Mysteries of Honjo have given me the occasional glimmer of hope. Neither game is perfect, but both are interesting – and, for the Square Enix of today, remarkably daring projects. The Mermaid’s Curse is the second title set in the world of Paranormasight. And it ups the ante.
At first glance, Paranormasight: The Mermaid’s Curse looks like a classic visual novel. In fact, it offers more interaction and lands somewhere between a visual novel and a traditional point-and-click adventure.
The game’s set in 1980s Japan, back when the world was still full of secrets, before it was demystified by the internet and technology. Curses rooted in Japanese folklore play a central role. And much like Doki Doki Literature Club!, the game breaks the fourth wall.

The story begins peacefully with Yuza Minakuchi practising ama diving off the coast of Ise-Shima with his best friend Azami Kumoi. A minigame has me collect sea creatures to level up. It’s relaxing, almost meditative. But then the mood shifts.

Yuza is a man, yet ama divers are traditionally women. His parents vanished at sea five years ago, with him being the only survivor. The town believes he’s cursed. A classic mystery set-up – or so you’d think. But then the game shows me a vision of Yuza committing horrific crimes. Cut. Game over. The storyteller from the first instalment appears, grinning, with a «try again».

I love it when games let me fail this early. It sets the tone. This isn’t about heroics – it’s about survival. And getting answers.

Like its predecessor, The Mermaid’s Curse jumps between perspectives and timelines. I play as several other characters besides Yuza. Information from one perspective helps me solve puzzles in another. If it sounds complicated, that’s because it is. But the game equips me with all the tools I need: a journal filled with lore, the option to reread dialogue and saves I can revert to at any time.
Even so, I get stuck now and then. Not because the game is unfair, but because I wasn’t paying close enough attention. Or because I overlooked some detail from three chapters ago. Yes, it’s frustrating when this happens. But when it all clicks, it feels as satisfying as the resolution of a good detective novel.

The Mermaid’s Curse has no voice acting. Zip. Zero. You have to read everything: the dialogue, notes, pages full of mermaid myths. Surprisingly, I don’t miss having voice acting at all.
Maybe that’s because I can imagine the character’s voices myself. Or because the music kicks in right when it should. Or maybe it’s because the game trusts me to think for myself. There’s no hand-holding, no signs telling me where to go next. It’s just me, the text and the big question: «What the hell is going on here?»
The journal quickly becomes my best friend. It’s overflowing with information about Ise-Shima, ama traditions and curses. I normally skip lore dumps like this. In this case, however, I read every word because I know that hidden somewhere in the sea of text lies the key to the next puzzle.

Even without voice acting, the game feels alive. The camera shifts and characters move while jumpscares and slapstick moments lighten the mood. A quick cut or a sudden sound effect immediately make me sit up straighter.

The game’s pacing is uneven. The first chapters meander along, while the final ones crash over me like a wave. The ending could’ve done with another hour to tie up every loose end properly. But maybe that’s intentional. Maybe I’m meant to be left with unanswered questions.
The protagonist is no hero in shining armour. Yuza is clever, but he’s also ruthless. Without Azami, he becomes gruff and more direct. He doesn’t mind breaking rules on his quest for answers. And I get it. His parents are dead, the town is avoiding him like the plague and he’s the only one committed to finding out what really happened.

You really notice Yuza’s character in smaller scenes – when he’s alone or speaking to someone who isn’t Azami. These moments are powerful. They make it clear that Yuza is more than just an avatar; he’s a person with fears and contradictions.
The Mermaid’s Curse wants me to fail time and again. It wants me to make the wrong choices, let characters die, stare at the game over screen. And then it wants me to have another go and do better.
This isn’t a game for people who don’t like to get burnt. It can feel obscure, cryptic even, and I did find myself wishing for a guide during certain puzzles. Thankfully, none existed at the time of testing. Solving all the puzzles on my own was genuinely satisfying.

Paranormasight: The Seven Mysteries of Honjo had a broader scope, with even more protagonists and a complex web of interwoven stories. The Mermaid’s Curse is more concentrated. This works in the game’s favour. It goes deeper.
I didn’t just solve a mystery; I learned about the region, about traditions, about guilt and grief. Not only do I feel like a better gamer for it, but I feel more informed as a person, too.
Paranormasight: The Mermaid’s Curse launches on 19 February 2026 for PS5, Switch 2, Xbox Series and PC. The game was provided to me by the publisher for review.
Paranormasight: The Mermaid’s Curse is a compelling sequel that builds on the world established in Paranormasight: The Seven Mysteries of Honjo. You can easily play it without having experienced the first game.
The setting feels more intimate because it’s more focused. By manipulating timelines, presenting false endings and demanding careful deduction, the game forces me to throw my assumptions to the wind and see things from a different angle. The layered storytelling, deep characters and text-heavy approach draw me profoundly into the narrative. On top of that, 1980s Japan is somewhat of an object of mysterious fascination to me.
The Mermaid’s Curse doesn’t scream for attention. It’s quiet, focused and at times unsettling. It trusts me to read, think, fail and try again. This trust makes it one of the best adventure games I’ve played in recent years. It’s bold, innovative and echoes Square Enix’s golden era of the late 1990s.
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From big data to big brother, Cyborgs to Sci-Fi. All aspects of technology and society fascinate me.
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