Sunday, 8 March 2026

Garten of Banban VI (2023) - Horror Video Game Review


Surprise surprise, it is yet another review of one of the games in the prolific mascot horror video game series; Garten of Banban. If you have been following these, you may be wondering where my review for Garten of Banban V is, seeing as the last review I put up was for Garten of Banban IV. This has caused me no end of confusion. Initially I believed that for some bizarre reason the fifth game just hadn't been added to the Playstation store, but it turns out that as of now, that fifth game still hasn't been released, despite there being eight games released. What I do know about that missing game, is that it was for some reason planned to be missing, and that rumors suggest it was meant to be a prequel, taking place on the day that the event happened that caused all the staff and children of Banban's Kindergarten occurred. 
Anyway, onwards to my review of the fifth released game - Garten of Banban VI, and as always, spoilers for previous games are bound to follow.

Due to Bittergiggle's meddling, the 'naughty ones' that had been contained within Queen Bouncelia's pouch have been released once more. Arriving on the fifth floor down, Sheriff Toadster leads you to the locked room where the Queen's allegedly magical scepter is kept, with it assumed that the scepter has the power to return the mischievous monsters back to the pouch. He asks you to work your way around the floor, pressing the three switches that will open the door to the scepter room, and making sure to avoid the dark, for that is where the naughty ones like to reside.

This was another great entry in the series, and the final game to be released in 2023. To have five games released in the space of a year was really impressive. The games have come on leaps and bounds from the very rough and basic first game. This, like the game before, took me roughly two hours to complete. All of that time I was having a blast. It is more of the same to be fair, there are chase sequences, scripted story moments, an obligatory dream sequence, and plenty of vaguely challenging puzzles to solve. If any of those elements were not fun then it might be an issue; it might seem repetitive. That isn't the case though, some of the puzzles here were the most complex yet, even if they are still simple to do. There wasn't really much new in terms of the puzzles. You had one kind of similar in style to the operation puzzle from Garten of Banban III, there was a boss encounter that required mild puzzling to solve (thankfully far less frustrating than the last game's boss fight!), and there was a platforming section, which to its credit did ask for something more than just jumping around a bottomless chasm.

The lore is where it is really at for me. The biggest thing this has over Poppy Playtime is how much personality these mascot monsters have. I love that each floor of the mammoth facility leads to the introduction of new monsters, while never forgetting about ones that have came before. I love all the interactions between these monsters, and their interactions with you, each new game it feels like less and less of the creatures have it in for you, even when you forge new alliances and end old ones. Finding key cards and notes is still the order of the day, but this was the most open level yet, with chasms in short supply, and your upgraded magical drone (sure is clumsy how it operates still), now able to shine lights into dark places. Darkness is a key part of this game, and becomes a puzzle itself. The locations are as ridiculously huge and unbelievable as ever, but thinking of these places as liminal spaces has made them a lot more interesting to me. 

I'm completely engaged in the story by this point, I can't wait to play the next game in the series, though feel a twinge of sadness knowing that there are only three of these micro-games to play and I will be caught up...completely. Really enjoyed Garten of Banban VI, who have I become?

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