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NightCry

NightCry is a developed by the Japanese studio and published by . Originally titled Project Scissors, it was crowdfunded via in 2014, raising over $314,000 from more than 2,400 backers to support its development across multiple platforms. The game was released for Microsoft Windows on March 29, 2016, and for on January 31, 2019. Directed by Hifumi Kono, the creator of the influential Clock Tower series, and featuring contributions from horror filmmaker Takashi Shimizu—known for directing The GrudgeNightCry is widely regarded as a spiritual successor to the Clock Tower games. It incorporates talent from notable figures in the industry, including concept artist Masahiro Ito (Silent Hill series), composer Nobuko Toda (Metal Gear Solid), and composer Michiru Yamane (Castlevania series). The game employs a 3D point-and-click adventure format, emphasizing exploration, puzzle-solving, and evasion mechanics rather than direct combat, as players control multiple characters who must hide from or flee the game's primary antagonist. Set aboard the luxury Oceanus, the story follows a group of friends, including protagonist Monica Flores, on what begins as an idyllic vacation but quickly descends into terror following a brutal . As night falls, players uncover a sinister that summons the Scissorwalker—a grotesque, scissor-wielding entity that stalks the ship—leading to frantic chases and investigations amid growing panic among passengers and crew. The narrative branches into multiple endings based on player choices, blending with elements in a confined, claustrophobic environment.

Story

Plot

NightCry is set on the luxury cruise liner , a massive vessel carrying passengers across in the present day, beginning its journey from , , with a stop planned in , . The story unfolds among a group of North American college students and faculty who are returning from archaeological fieldwork in the , enjoying what was meant to be a relaxing voyage. The narrative emphasizes themes of isolation at sea and psychological terror, as a series of mysterious murders disrupts the ship's tranquility, forcing survivors to navigate the decks amid growing panic and occurrences. The game is structured across three chapters, each featuring a different playable whose personal arcs contribute to the unfolding . In Chapter 1, players control Flores, a 21-year-old outgoing American student who is vacationing with friends aboard the . Monica's section begins with the discovery of an initial —a crew member's gruesome death that hints at a larger threat—prompting her to investigate anomalies while interacting with fellow passengers like her friends , , and . As the ship goes into lockdown to contain the chaos, Monica explores the upper decks, uncovering eerie clues and evading danger, which builds her from a carefree to a determined seeker of answers amid rising dread. Chapter 2 shifts to Cosgrove, a 55-year-old British-born cultural and escorting the students on the . 's arc involves leading a small group, including crew members and , to safety after escalate, taking him beyond the ship to a nearby island where a signals potential activity. His exploration reveals more about the elements plaguing the voyage, transforming his role from academic guide to reluctant investigator confronting the horrors head-on, all while fostering alliances among survivors. In Chapter 3, the focus turns to Rooney Simpson, a shy and morose young college student who is Leonard's distant relative and part of the same group, coming from an impoverished background where she supports her large family through part-time work. Rooney's narrative progresses through the ship's lower levels and suites during a disrupted , where she encounters other survivors like and Angie, deepening her character from withdrawn observer to resilient fighter. The chapter heightens the terror as interactions with the central antagonist—the grotesque, scissors-wielding humanoid monster known as the Scissorwalker—intensify, driving pursuits that reveal fragments of a dark secret connected to the killings and forcing Rooney to confront isolation and fear in the confined environment. Chase sequences with the Scissorwalker serve as pivotal moments that propel the plot forward, underscoring the relentless hunt across the vessel's labyrinthine decks.

Endings

NightCry features eight distinct endings, each determined by player choices involving key item interactions, dialogue selections, and successful navigation of critical sequences throughout the game's three chapters. These outcomes encourage replayability, as achieving them requires precise decision-making and exploration to unlock varying narrative conclusions. The endings fall into categories that reflect different levels of survival and resolution. Four primary outcomes depict escapes with one or more characters, such as the "Two Survivors" ending where protagonists Rooney and are rescued after completing all essential actions, including delivering specific items like a and using protective gear in hazardous areas. In contrast, "The " results from forgoing the use of a key artifact in the finale, leading to an isolated escape. Other variations, like those involving additional companions, hinge on trust-building dialogues and moral choices regarding group members. Two bad endings emphasize failure and doom, exemplified by "Trap Party," triggered by omitting to examine Vigo's or a family photo, culminating in a lethal , or "It's All Too Late," from neglecting non-slip gloves or a search for a missing character, resulting in irreversible catastrophe akin to death by the Scissorwalker or ship-wide destruction. Additionally, two ambiguous twists provide eerie, open-ended closures, such as "Pre-established ," achieved by not returning a or delivering an envelope, suggesting assimilation or inescapable fate tied to the game's cult rituals, and "Seduced by the Snake," from failing to disable life-support systems or read memoirs, evoking deceptive horror motifs. Specific conditions for these endings often revolve around item collection and interaction thresholds. For instance, the "true" ending, "Two Survivors," demands gathering and utilizing all hidden collectibles like antibiotics, logs, and photos across chapters—such as reading all entries in Chapter 3—to reveal the Scissorwalker's origins as tied to a sinister cult ritual led by Boradsov and ancient Kassite elements. Failing multiple key actions, like posting on early or searching cargo holds, shifts to bad or ambiguous paths, underscoring the fragility of . These tie directly to replayability, with players needing multiple runs to experiment with omissions for alternative results. Thematically, the endings delve into the consequences of interpersonal trust among survivors like and , where decisions to aid or sacrifice others during crises highlight moral dilemmas in isolation. They reinforce tropes of inescapable fate, as elements in ambiguous conclusions suggest broader implications of the cult's influence, blurring lines between rituals and monstrous inevitability. This structure amplifies the game's exploration of digital-age and human vulnerability.

Gameplay

Mechanics

On PC, NightCry employs a third-person point-and-click , where players characters by clicking on the ground to move through environments aboard the , examine interactive hotspots to uncover clues, and select items to interact with objects, such as using a key to unlock a or a flare to illuminate hidden paths. The PlayStation Vita version adapts these mechanics to controller inputs, using the for movement and shoulder buttons to cycle through points of interest. The inventory system features a limited number of slots for carrying essential items, including improvised tools that serve as makeshift weapons, keys for accessing restricted areas, and notes containing vital information; items are context-sensitive, allowing players to combine them for advanced interactions, for example, attaching tape to a recorder to create playable audio logs that provide narrative insights. Puzzles in NightCry are primarily logic-based challenges designed to advance the story and unlock new areas, such as decoding cryptic ship logs to reveal access codes, rewiring electrical panels to restore power, or navigating complex mazes across the vessel's decks to locate routes or objectives. Exploration emphasizes free roaming through diverse ship sections, including passenger cabins, the , and the grand , where players search for interactable elements and collectibles; for instance, gathering hidden items scattered throughout these environments can unlock bonus content upon completion. The game lacks a traditional bar, instead relying on a stamina mechanic where prolonged sprinting leads to exhaustion, rendering the character more vulnerable to threats and requiring recovery time; players can save progress in designated safe rooms equipped with smartphone chargers to mitigate risks. The Scissorwalker integrates as the primary antagonistic force, compelling players to employ evasion tactics within these core systems during encounters.

Chase sequences

Chase sequences form a core element of NightCry's survival horror experience, directly evoking the tension of its predecessor, , through unpredictable pursuits by the Scissorwalker antagonist. These encounters are triggered spontaneously during chapter progression, often after interacting with environmental elements or reaching specific areas on the Oceanus cruise ship, compelling the player to abandon point-and-click exploration (on PC) for immediate flight. Lasting typically 1-3 minutes, the sequences shift to a third-person chase camera positioned behind the character, emphasizing the creature's relentless advance with scissor-based attacks. On Vita, movement during chases uses the . Evasion relies on a combination of and mobility tactics, including hiding in available such as lockers, behind counters, seats, or clothing racks, where poor timing or detection leads to instant failure. Players can also deploy distractions like fire extinguishers to temporarily stun the Scissorwalker, or utilize sprinting—governed by a depleting meter—to reach safe zones, though overexertion leaves the character vulnerable to capture. Quick-time events (QTEs) occasionally appear during critical moments, such as reacting to obstacles or conveyor belts, demanding precise inputs for survival; failure in any chase results in graphic death animations depicting the Scissorwalker's brutal kills, followed by a reload from the nearest checkpoint. Variations across chapters adapt the pursuits to the setting and , enhancing environmental interaction while maintaining . In Chapter 2, sequences occur in dimly lit underground tunnels, incorporating waterlogged paths that slow movement and require QTEs to avoid falls or direct confrontations. Chapter 3 features more complex navigations through crowded ship decks and facilities like movie theaters or service areas, where hiding spots are abundant but the Scissorwalker's speed demands quick decisions amid obstacles. Later stages introduce intensified threats, including pursuits by multiple manifestations of the in confined spaces, escalating the risk of encirclement. To heighten immersion, tension mechanics incorporate audio cues signaling the Scissorwalker's proximity, such as metallic snipping sounds from its weapons and distorted child-like cries echoing through the ship. The dynamic camera work in chase mode simulates panic by limiting visibility, while intermittent QTEs force split-second reactions during near-misses. These elements are balanced with calmer exploration phases, with chases occurring 5-7 times per chapter to progressively build anticipation and psychological strain without overwhelming progression.

Development

Concept and pre-production

NightCry originated from the vision of Hifumi Kono, the director and designer of the original (1995), who founded the independent studio to pursue new horror projects after years in the industry. Motivated by a personal desire to revive point-and-click following a decade away from the genre, Kono assembled a small team of indie developers, including artists from the Japanese horror scene, to create a to Clock Tower. The game's core concept pitched a modern interpretation of 1990s , emphasizing isolation and dread through a setting aboard a luxury , where victims accumulate amid confined spaces. The antagonist, Scissorwalker, was designed as a direct evolution of Clock Tower's Scissorman, with oversized scissors symbolizing betrayal, separation—like cutting an —and the slow, precise terror of inevitable harm. Pre-production emphasized environments to enhance immersion, departing from the 2D sprite-based visuals of the originals, while retaining mechanics for tension. Influences included Clock Tower's evasion-focused gameplay, augmented with deeper narrative layers inspired by films like The Shining to amplify the ship's claustrophobic atmosphere. Development had been underway for approximately five years by the time of its public reveal, with an initial prototype crafted by to test these horror elements. The project was formally announced in September 2014 at the Indie Stream as "Project Scissors," where early demos and trailers showcased the cruise ship setting and Scissorwalker's pursuits, generating buzz among fans of classic . This pre-production phase culminated in a to via in early 2015 to expand scope beyond initial mobile and targets.

Crowdfunding and production

The crowdfunding campaign for NightCry, titled "Project Scissors: NightCry," launched on on January 25, 2015, seeking $300,000 USD to develop a PC version of the game. The 30-day campaign concluded on February 23, 2015, raising $314,771 from 2,408 backers and securing funding on the final day after a slow start that saw it trailing its goal midway through. Backer rewards ranged from digital downloads and access at lower tiers to physical collector's editions, art books, soundtracks, and exclusive in-game credits at higher levels, with some top tiers offering personalized interactions with the creators. Stretch goals aimed to enhance the game but remained unlocked due to the modest funding excess; these included more ways to die at $350,000, an extra playable character at $400,000, a port at $450,000 (added mid-campaign), and an port at $550,000. The campaign enabled a shift to full graphics for the PC release, expanding beyond the originally planned mobile and versions. Production proceeded under with Games handling global distribution, but encountered significant hurdles including a delay from the targeted December 2015 release to March 2016 due to the limited budget and challenges for the small . The game incorporated in both English and , featuring talents such as Jack Merluzzi as Leonard, Soness Stevens as Connie, and as Monica in the Japanese track, alongside comprehensive subtitle localization. Completion involved an alpha build shared with backers in February 2016 for feedback, with final efforts prioritizing refinements to the chase sequences amid ongoing budget limitations.

Release

Platforms and dates

NightCry was initially released for Microsoft Windows via on March 29, 2016, simultaneously in and worldwide, priced at $24.99 USD. A port for followed after multiple delays, launching digitally on January 31, 2019, published by in Asia and available via the in and . The Vita version incorporated touch controls for interactions such as object selection and inventory management, though it faced criticism for performance issues including frequent frame rate drops and long loading times. Ports for and were announced during the game's 2015 Kickstarter campaign as part of the initial platform plans, but they were ultimately not developed or released. The game supports both English and Japanese audio tracks across platforms, with no additional content exclusive to the Japanese release beyond language options. Physical editions were limited to a PC DVD version and collector's edition offered through the , while the port was digital-only with no physical release in any region.

Post-release updates

Following its launch, the PC version of NightCry received multiple patches in 2016 to resolve launch bugs and enhance player experience. A update addressed key issues in Chapter 1, including the disappearing service cart and the Scissorwalker failing to exit the storage room, alongside fixes for phone charging mechanics in Chapters 2 and 3. An early patch introduced the option to quit directly from the title screen and return to it via the , with additional minor corrections. The April 8 update added a "How to Play" tutorial at the start of Chapter 1, implemented auto-save points, and refined camera controls for smoother navigation. It also corrected text errors, resolved (SNS) integration bugs, and fixed chapter-specific problems such as a misdial when contacting Will Anderson in Chapter 2, single-use limitations on escape points in Chapter 3, Rooney becoming trapped in the , and abnormal Scissorwalker emergence on . Later 2016 patches further tweaked subtitle timing, camera angles, inventory management, and functionality, contributing to overall technical polishing. The port, released in January 2019, saw a substantial 648 MB update in December 2019 that primarily fixed persistent text glitches reported by players. No major was issued for either . The mobile versions for and , which were among the initial planned s, received no further development or updates after 2016 and were never launched. SteamDB records indicate the game's last build update occurred in June 2016, with no subsequent content additions. As of 2025, no remasters or ports to modern consoles like the have been released.

Reception

Critical response

NightCry received mixed to negative reviews from critics, with the PC version earning an aggregate score of 44 out of 100 on based on eight reviews, indicating "generally unfavorable" reception. The PlayStation Vita port, released later, fared slightly better in individual assessments but lacked a full aggregate due to fewer reviews, often highlighting similar technical shortcomings. Critics praised certain atmospheric elements and the return of director Hifumi Kono, known for the Clock Tower series, which evoked nostalgic horror for some players. Digitally Downloaded awarded the game 4.5 out of 5, commending its "creepy tension" and effective sound design that built a brooding sense of dread reminiscent of classic Japanese horror adventures. The design of the antagonist, Scissorwalker, was frequently highlighted as a standout, with its eerie presence contributing to moments of genuine unease despite the game's flaws. However, the majority of reviews lambasted the game's technical issues, including buggy controls and outdated graphics that hindered gameplay. scored it 2 out of 10, describing it as "unplayable" due to frequent crashes, awkward point-and-click mechanics, and poor during chase sequences. PlayStation Universe gave the Vita version a 2 out of 10, criticizing the repetitive chase mechanics, unstable camera, and poor pacing that disrupted tension and led to frustrating trial-and-error gameplay. Narrative inconsistencies were also common complaints, with story elements feeling disjointed and underdeveloped, further undermining the horror experience. Other notable reviews reflected this ambivalence; rated it 2 out of 5, noting potential in its horror concepts but execution marred by confusing level design and sparse checkpoints. Overall, critics viewed NightCry as a divisive homage to , with its ambitious ideas overshadowed by technical deficiencies. Some reviews briefly mentioned the multiple endings as a replay , though this was rarely enough to offset the core issues.

Player feedback

On Steam, NightCry holds a "Mixed" user review rating, with 60% of 218 reviews being positive. Users often praise the game's immersive setting and tense chase sequences, which evoke the point-and-click horror style of its spiritual predecessor, , appealing to nostalgic fans of retro . The multiple endings, totaling eight variations based on player choices across chapters, are highlighted for encouraging replayability and adding depth to the narrative, despite the overall short playtime of approximately 6 to 8 hours for the main story. Conversely, common complaints center on technical shortcomings and frustrations, including awkward point-and-click controls, unresponsive movement during pursuits, and cringeworthy that undermines . On the port, players report frequent crashes, stuttering, and poor frame rates, which exacerbate difficulty spikes in chase sections where the antagonist, , feels unfairly aggressive due to sluggish handling. The game's brevity is also criticized as leaving unresolved plot threads and underdeveloped , contributing to a sense of incompleteness. Community engagement peaked shortly after launch, with active discussions on Steam forums analyzing plot elements and endings through 2016, though activity has since waned. Official patches addressed some reported bugs, such as auto-save additions and camera improvements, but no formal support exists; however, fan-created art featuring Scissorwalker persists in online communities. By 2025, NightCry maintains a niche among retro enthusiasts who appreciate its ambitious flaws as a "love letter" to classic , often comparing its charm to other divisive titles, though it remains largely overlooked in broader gaming discourse.

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