February 8, 2026

SFMR: Ghost Trick

 I mean, this was fully inevitable and only a matter of time for peak; you either GHOST or TRICK, quite straightforward.

Ghost Trick: Phantom Detective | Nintendo DS | Games | Nintendo UK

Ghost Trick, my beloved, I wish more people got to experience you.

This, of course, was an inevitable post for this mini-series. It frankly should’ve been the first post, but alas, one of the things that haunted me about it is that I had a really hard time remembering the plot of the game, now that it’s been five years since I first played it. Which, of course, is not ideal when you also want to review it.

So, over the last month, I’ve dedicated a good chunk of my time to replaying Ghost Trick. And let me tell you, it still holds up to this day.

Granted, I did not play the remake. I’m personally not fond of companies selling their retro games for full price (or near full price), so I’ve been waiting for it to go on sale for something more reasonable (and generally less than what the going price of the original is). I’ll be reviewing the original DS version in this post, for clarity’s sake.

Ghost Trick might just be the perfect game. Not only is it a simple concept to pick up, it’s one that’s so effortlessly charming in it’s presentation and storytelling. Now, of course, I refuse to spoil this game as it is truly something you should experience for yourself, but let me emphasize how beloved this game is.

It’s quite an easy game to pick up. You—or well, the main character—are dead. You’re granted powers in the afterlife to rewind time for fresh deaths that occur around you to figure out how that character died and perhaps even save them. You traverse across the map through inanimate objects that you possess, “tricking” them to activate and change the course of fate.

Despite this concept seeming easy to grasp, you are also working with a time limit. One that is mildly artificial, in that you have to solve the case of your death by the end of the night, and one that is much more realistic in the four minutes of time that you can rewind to save a life. I think this time limit is one of Ghost Trick’s best mechanics.

In this four-minute interval, you have to quickly assess the scene, see what causes the death of the character you’re saving, and maneuver around the scene to interact with the right objects at the right time. If you’re too early or too late, you miss your opportunity and fail the scenario. You genuinely are working with four minutes of gameplay here, watching as characters move into certain positions in the scenario. As they move, they may move an object that you need to be possessing so that you can continue the objective, or else you’re stuck on the other side of the map and will have to reset. And resetting can be miserable, especially if you’re working with the three-second countdown at the end of the scenario.

As far as I’m aware, there’s no true way to fail these four-minute sequences. You are always given the opportunity to start back at the beginning of the sequence, or if you made it far enough, to the moment where you changed a characters fate, even when you fail. Even if this sounds very lenient, I think that the puzzles are challenging enough that you might have to reset multiple times to properly understand the timing.

If you’re ever lost, or confused on how to progress in these sequences (and throughout the game), there are multiple optional dialogue sequences you can watch to better understand what works in the four-minute interval world and what doesn’t, what pieces move and function in what manner, and what sequence of events might need to occur in order for you to progress. You might examine an object and learn that it’s inaccessible because it’s tied to a mechanism you can’t directly interact with, or you might solve a puzzle but realize you need a ramp to hit a ball off of, and have to reset with that knowledge in mind.

A lot of the time, you’re reconfiguring the timing, practically speedrunning the level to make sure your possessing the right item at the right time and activating it at the right time in order to solve the puzzle. It’s very intuitive, and one of my favorite parts of the game.

Outside of actual gameplay, the characters and animations are the heart of this game. The motions are lively and expressive, which, if you’re an Ace Attorney fan, should look familiar as the game was created by the father of Ace Attorney, Shu Takumi. A downcast and dejected character will physically slump in their chair in a huff, or a very energetic character may dance across the scene in jovial pursuits. It makes the game feel alive, even when you—the player character—are dead.

A lot of these characters can be quite eccentric even despite discussing events that are quite intense or regretful, giving that familiar blend of whimsy and seriousness that Ace Attorney is well-known for. As you start unraveling the secrets of the night and the mystery behind your death, the story really starts ramping up and it’s like every little detail down to the Chicken Kitchen is involved in some capacity to not only your death, but the deaths that surround you. Everything, and I mean everything is perfectly tied up in the end in such a satisfying conclusion, you’ll wish it didn’t end so quickly.

I love Ghost Trick. I think it’s truly one of the best games of all time, and I’m sad that not a lot of people have heard of it or played it. If you’re an Ace Attorney fan, or an enthusiast of lost DS games that have a cult following, I highly recommend you check out Ghost Trick if you get the chance. 10/10 game, no notes.


And that’s about it! Have you played Ghost Trick? Have you played the DS version or the Switch version? What part of it do you enjoy the most? Lemme know in the comments below!

Going forward, this series of mini, spoiler-free reviews is no longer going to have an upload schedule, mostly because I can’t keep up with it. As much as I like being able to play or replay games to write about them for this series, there aren’t a lot of people who check this out, so I’m only gonna post when I have something I want to write about. That way, I can focus on my main posts. From here on out, if I do have a post to upload for this series, it’ll drop on a random Friday at like 5 PM EST or something.

No post next week! My next upload will be the first part of a three-part “How to Get Into [Blank]” series, and will be posted on 2/18. Starting with Metroid since I should have a review of Prime 3 coming out soonish afterward, for easy referencing.

As always, see you next time!


 

February 4, 2026

The Poppy War Trilogy: How Far We've Fallen

 I had so much hope for this series, man...what happened? 

The Poppy War Trilogy Set: R. F. Kuang: Amazon.com: Books


SFMR: Ghost Trick

 I mean, this was fully inevitable and only a matter of time for peak; you either GHOST or TRICK, quite straightforward. Ghost Trick, my bel...