「スタート!その時だった。僕の頭に新しいスタートという言葉が思い浮かんだ。」
『語り@学校』(爆笑レッドシアターコント)
"Start! Then it came to me. The words Fresh Start popped up in my head."
"Narration @ School" (Bakushou Red Theater sketch)
There exists a very lively market for self-published material (doujin) in Japan, ranging from doujin fanzines, comics, music, games to anything you can think off. I myself have dabbled very little with doujin material here though. Most recently I did review the three volumes of the excellent mystery manga Kaiki Tantei Sharaku Homura, which were originally published as doujin comics (they are now available digitally through a major publisher). In terms of games, I only tried a few, being two installments of Flower Bridge Infinity's Akito Date series and Rengoku - Kamaitachi no Yoru 2 Another, a fan-sequel to the original Kamaitachi no Yoru videogame. Today, I try another doujin game.
Armchair Detective is a mystery videogame in development for PC, iOS/Android by the doujin circle ADVangelist. An interview about this game dating from 2016 states that ADVangelists' Zeroaya was actually just a senior in high school at the time, so the developer/writer behind this game is quite young, but it sure doesn't mean you should underestimate this game! The full game is slated to be a 5-episode long game but the first episode was released in November 2018 as freeware with the title Armchair Detective Case.1 (subsequent cases are not scheduled to be freeware). You take up the role of Makina Mirai, a college student who has a part-time job as a secretary/assistant/help at the Kusanagi Detective Agency. Kusanagi Shiina took the agency over from his father and is a somewhat messy, but ultimately extremely sharp private detective, who even enjoys the patronage of the police. In this first episode, Mirai is lamenting the fact no clients have been coming to the agency (meaning no pay for her), when Gousawa Kenji, a befriended police detective appears with a job for Kusanagi, but it happens to be one that utterly shocks Mirai, as she learns that her landlord, Nishijima Hiroaki, was killed last night. The elderly Nishijima ran the little Nishijima Home Appliances, while also renting two rooms out in the back of the building (one to Mirai). Last night, Mirai stayed at the agency for a big clean-up, but Gousawa himself happened to be visiting Nishijima Home Appliances for a purchase, but a loud scream followed by a power failure brought him to the second floor, leading to the discovery of the body of Nishijima, who had been beaten to death by one of the urns from his collection. Gousawa has now gathered all the people who were on the premise around the time of the murder at the agency, as Kusanagi specializes in "group interrogations". Mirai however says she wants to solve this case to avenge her landlord's death.
Armchair Detective Case.1 is a good example of a game that does not try to reinvent the wheel for the nth time, but cleverly makes use of tried-and-true game mechanics for mystery adventure games, combining them to create a somewhat familiar, yet satisfying experience. The game revolves around two major mechanics that make up the mechanic of "crowd interrogation": zapping between multiple testimonies at the same time, and following up on certain statements by pointing out contradictions. Both these concepts should sound familiar to mystery adventure gamers. "Zapping" between various bodies of text is what made games like 428 and Machi so unique, as you had to "zap" between 5-8 narratives starring different characters, and guide each of these narratives to their ending, while keeping an eye on how one event in narrative A could also impact the developments of narrative B, C or more. Zapping between the various perspectives also allowed you to learn clues from various angles (some characters could learn about X, some about Y), and carefully puzzling all the various narratives together could be a very satisfying mechanic. Meanwhile, pointing out contradictions in testimony through evidence in order to push the narrative forward as a game mechanic has been the invention of the Gyakuten Saiban/Ace Attorney series and has since been a very popular game mechanic in detective games, and is utilized in for example the Danganronpa series.
After a short introduction to the characters and the initial set-up in the prologue of Armchair Detective Case.1, you'll be allowed to read trough the testimonies of all the witnesses/suspects. These testimonies are presented not in the form of dialogue, of the witness telling Mirai directly what happened, but are shown in the style of a novel video game, with third person prose projected on a background, with music/sound effects accompanying the text (no character art is shown in these parts). Each of these testimonies is divided in chapters, and you can zap (switch) between the testimonies of all four witnesses. These novel parts are written in the third person, but one has to be really careful here: each of these novel parts are solely based on the testimonies of the respective witness, so it is quite possible that they are misremembering or confusing things, or even intentionally lying. Each of these testimonies must thus be treated as individual texts by unreliable narrators. This is also shown very ingeniously through the presentation in the game, for whenever you "leave" the current testimony, the screen will zoom out to show the characters discussing the testimony, which itself is also projected on a seperate television. This emphasizes that what you are reading is nothing more but an interpretation of what happened, as told by that particular witness.
As you progress in each testimony, you'll pick up certain key phrases that are saved seperately in a record. You can click on these words to learn more about them (the banter by the characters about these words can be funny, but also contain hints of how to proceed). As said, testimonies can contain mistakes, sometimes by accident, sometimes by intent. At times, the memories of the witness can just be too unreliable, and they can't proceed without something to jog their mind. The key phrases are used at these points to move the story forward. For example, the first witness Gousawa states early on he was asleep, but was suddenly awakened by a loud noise. In the testimony of another person, you learn that at that same time, they were having a fight with their girlfriend. You can these use the key phrase about the fight they had on Gousawa's testimony, who then remembers it was the noise from their fight that awakened him, and then he continues his testimony. This is similiar to the story blocks in games like 428 and Machi, where one narrative can only proceed if you do something else first in a different narrative. But the key phrases are also used to point out contradictions in the testimonies. Person A might be lying for example, but a key phrase gained from Person B's testimony can prove the lie. Once you have correctly pointed out a lie, the witness will usually change their testimony (sometimes whole chapters are completely altered), which of course eventually leads to new key phrases that allows you to uncover other lies. Like in Ace Attorney, you'll eventually figure out who of the four committed the murder by eliminating all the contradictions you come across.
What makes this in a way more complex than Ace Attorney is that you're juggling multiple contradiction-filled testimonies at the same time. In Ace Attorney, you're always faced with one single loop of 5-6 parts long, with which you can interact with a list of evidence to point out a contradiction. In Armchair Detective Case.1, you're juggling four seperate loops of 10-15 chapters long simultaneously. You can mostly choose the order in which you tackle them yourself, but in order to proceed with all testimonies, you'll have to switch narratives a few times, as you'll need to gather the correct key phrases that allow you point out contradictions/force someone to continue with their testimony from other testimonies. So there's a lot more you have think about. That coupled with the fact the testimonies themselves are not only longer, but also more likely to contain big lies, and you're left with plenty to consider as you try to figure out this puzzle (though this first case does help you out a lot).
As for the mystery plot itself, it's a fairly small scale story and as a tutorial case, it does hold your hand quite a bit, but there's some nice moments where you realize some persons have been telling big lies for a few chapters, and trying to fit the contradicting parts of the four testimonies together can be fun. The identity of the culprit is a bit easy to guess, but the game does a good job at really using all the discoveries you made during the whole case to prove how they did it. This first chapter also contains multiple hints and references to a greater story, which will no doubt be the driving force for the whole game.
I also have to say, I was quite impressed with the presentation of this freeware game! Like the little thing with the testimonies projected on the television set I mentioned before, these little touches ADVangelist added to the game all quickly add up to give this first chapter a really polished feel. The division on pure novel part and parts where the character art is shown is also a rather inspired concept I think, as it really sets the testimonies apart as seperate texts which you can't trust.
So yeah, the two hours or so Armchair Detective Case.1 takes were spent very well, and with pleasure. This first chapter was released in November, but I have no idea what the projected release schedule is for the rest of the game. This beginning however really impressed me, and I am quite interested to see how the full story will unfold and how the zapping contradiction mechanic will be fleshed out in later chapters, so I hope the full game gets finished, and perhaps released on consoles (because I usually don't play games on my laptop). I already posted the link above, but just to make sure: Armchair Detective Case. 1 can be downloaded as freeware from Freem!.
Original Japanese title(s): 『Armchair Detective Case.1』
This game sounds awesome! If it ever does get released on consoles, I would love to see this coming over to the west. I can only imagine that if the developer really wants to up the difficulty, they can create some really complex scenarios by presenting large amounts of multi-narratives/testimonies that you have to navigate at once to flesh out the logic.
ReplyDeleteThe only other game that I recall playing that makes you process large amounts of information at once to make a deduction was Trick X Logic. However, Trick X Logic takes an extremely hands-off approach toward the reader, and getting stuck because you couldn't "create" the right keyword was extremely frustrating. I feel like this system could pull off the scale of what Trick x Logic tried to do without making it too frustrating in gameplay experience.
I think Trick X Logic was a very good attempt to give form to the thinking processes of how a reader would usually tackle a mystery story, showing how you should pick up on clues and combine them to make new conclusions, but yeah, it could be quite frustrating as a videogame. Armchair Detective works better as a game in that regard, as you get that the whole story in one go, as you'll have to point out contradictions throughout the chapter and be confronted with ever-changing testimonies, making it a more immersive experience. And of course, you don't have to go through hundreds of pages to find that one keyword you needed... :P
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