Saturday, March 20, 2021

Golden Fantasia

第一の晩に、鍵の選びし六人を生贄に捧げよ。
『うみねこのなく頃に』
On the first twilight, offer as sacrifices the six chosen by the key. 
"Umineko: When They Cry"

It was almost ten years ago that I read Nikaidou Reito's Jinroujou no Kyoufu ("The Terror of Werewolf Castle") and when I tackled that enormous story on the blog, I decided to discuss each of the four volumes seperately, even though the four pockets formed one story together, so the first three books didn't even explain the mysterious murders that occured at the titular castle. But the story was just so insanely long, I knew I was going to forget things while reading it (and other books in between), so I opted to do those 'incomplete' write-ups on each book anyway. Which is basically the same reason why I am writing this post today.

People who have played the visual novel game series Umineko no Naku Koro ni ("When the Seagulls Cry"), released in English as Umineko: When They Cry, are probably quite aware that it's insanely long. And I am also sure a lot of people who frequent this blog have already played Umineko, for I often see the name mentioned in the comments and sometimes people from Umineko fandom even link to specific book reviews on this blog because apparently those books served as inspiration for the games. Anyway, Umineko is a pretty well-known mystery multimedia franchise created by 07th Expansion (with Ryukishi07 as the main writer), as there have also been anime, manga, novel and drama CD adaptations of these games, which is probably why people often assumed I had played the games, and I had to disappoint them. Heck, I'm sure a lot of people only started to develop an interest in Japanese mystery stories because of Umineko. Hardware preferences etc. meant I only recently started on these games with the Switch version (which collects all the available material at this moment) released in January 2021. Oh, I can also reveal I have not played/seen Higurashi no Naku Koro ni, and certainly won't even think about it until I'm at least done with Umineko.

This post however is not meant to be a full review of Umineko: When They Cry as I'm literally just halfway through the main game (you may have noticed me mentioning my blind playthrough memo on the blog this last month). The main story consists of eight episodes, which were originally released between 2007-2010. The first four episodes, Legend of the Golden Witch, Turn of the Golden Witch, Banquet of the Golden Witch and Alliance of the Golden Witch are collectively known as the Question Arc, which basically pose the main mystery for the players to solve. The remaining four episodes on the other hand I believe don't spell out the solution literally, but do give you more pointers/show off a bit more of what's behind the curtain, allowing the player to solve the mystery. As of this moment, I have only finished the first four episodes, but I decided to write something down already before I move on. The series is available on a wide range of systems from PC to PS3, PSP, PS4 and Nintendo Switch and probably more and then there's all the adaptations too. I probably don't have to mention that the English version of Umineko: When They Cry Question Arc has been available on Steam and GOG for some years now, but if you hadn't played the games yet and this post managed somehow to pique your interests (Do note that the Switch version I played has different art assets and therefore looks differently). The manga has also been released officially in English I believe.

The story of Umineko is set in 1986, on the private island Rokkenjima. Rokkenjima is the property of Ushiromiya Kinzou, an man who after World War II managed to bring back fortune and fame to the fallen Ushiromiya clan. Some say Kinzou's success came from his unmatchable luck, others say it was the result of his ruthless and overwhelming aura that annihilated any enemies in his path, but there are also rumors that Kinzou, who has more than an interest in the occult, had a pact with the Golden Witch Beatrice, whom he summoned. According to the stories, she bequethed him with a mountain of golden ingots, which was what got Kinzou's rise to power starting. Whatever the cause was of Kinzou's success though, by 1986 Kinzou has grown old and health-wise, he shouldn't have much time left. In recent years, he's stayed cooped up in his study and become completely absorbed in the occult , even having a portrait of the Golden Witch Beatrice made in his house, along with an epitaph with a curious riddle which is supposed to lead to the gold treasure and revive Beatrice. Oldest son Klaus and his family still live on Rokkenjima, though they hardly see Kinzou anymore. Kinzou's other three children Eva, Rudolf and Rosa still come back once a year in the fall, together with their own families, ostensibly for a fun 'family gathering', but as all four children have always been terrorized and abused by their father, they can't wait for him to go so they can inherit his immense fortune.


On October 4, 1986, three genereations of the Ushiromiya clan gather again on Rokkenjima, just in time before a storm arrives. For the four grandchildren George, Battler, Jessica and Maria, it's a nice family meeting, but their parents however are all desperate for money, and are willing to do anything to get some money from Kinzou, who however seems to have become completely kooky by now, as he longes for a reunion with the Golden Witch Beatrice. When the storm finally reaches Rokkenjima and cuts it completely off from the outside however, the tragedy starts. On the first night, a mass murder occurs in the garden shed, and it had been signed by a creepy occult symbol. The survivors try to contact the mainland, but the radio's out and with the storm raging on, there's no way out off the island. After the first shock fades away however, the survivors start noticing little suspicious things about the murder, like the question of why the garden shed was locked, while the key to the shed was kept in the servant's room. But as the day continues, more and more people are killed and some of them even under seemingly impossible circumstances, with for example everyone having an alibi for the time of the murder. By the time it becomes clear that thesemurders happen according to the riddle on the epitaph, it's already too late: the Golden Witch Beatrice revives and nobody survives.


Despite not surviving the Rokkenjima massacre however, Battler refuses to believe in the existence of magic and Beatrice herself, so our witch decides to have a game with Battler: the events on Rokkenjima are "reset" and from a parallel dimension, Beatrice and Battler look on as the murders on Rokkenjima happen all over again, though the details of the events play out differently this time, with other kinds of impossible murders and other victims. In this game, Beatrice maintains that every impossible occurrence, including the locked or otherwise impossible murders, are made possible because she's the Golden Witch Beatrice and that she committed the murders with magic, while Battler has to prove that these murders are not the result of magic, but committed by a real-life person. As they observe each 'new' version of the Rokkenjima murders, they hold discussions on how a situation could've been created by a human, or whether magic would be the only possible explanation for events. They go through this twisted game again and again, resetting the 'board' of this insane fantasy mystery game again each time, with Battler struggling every time to come up with a comprehensive human explanation for the events. 

As I mentioned above, the so-called Question arc of Umineko: When They Cry consists of the four episodes Legend of the Golden Witch, Turn of the Golden Witch, Banquet of the Golden Witch and Alliance of the Golden Witch, which take close to ten hours each and all four episodes present a different version of the Rokkenjima murders: while the base story of the Ushiromiya clan gathering on the island is the same each time, the murders all occur very differently, and the focus in each episode lies elsewhere too, with some episodes focusing more on certain characters, or opting to show more of the family history or build-up or aftermath of the family gathering. Umineko: When They Cry is however quite different from the novel adventure games I usually discuss here: there is no interactivity whatsover in these four episodes, and you're just reading the story. You don't have to make story-changing choices, nor does the game ever test you (the player) directly by quizzing you on theories. You're just a bystander to Battler and Beatrice's back-and-forth on magical vs non-magical murders. Personally, I'm not that big a fan of novel games that don't have any interactive elements: as a person who got started on novel games with the Chunsoft games like Kamaitachi no Yoru and 428, figuring out the right route down a flowchart is my jam! 

The 'game' element of Umineko: When They Cry therefore lies outside the game: each of the episodes challenges the player to see if they will subject to the fantasy 'solution' offered by Beatrice or try to solve the mystery themselves, for at least these four first episodes don't actually explain how the murders in each seperate episode were committed or feature any game mechanics that allow the player to check whether they were right or wrong about the case. Starting from the second episode on, Battler will try to come up with theories to explain not only the impossible crimes that occur in the episode in question, but also of previous episodes, but often his theories are either shot down entirely, or have too many open questions to feel satisfying. None of the episodes have a proper denouement where it's shown that magic was never used in the Rokkenjima murders, so it's up to the player to come up with a theory that explains things. This is made harder by the fact that the Golden Witch Beatrice will often show "her interpretation" of the events, resulting in many scenes that are most definitely fantasy, with witches summoning magical beings to commit the murders, and it's up to Battler and the player to figure out how to explain the results of the same scene, without actually accepting the "explanation" that the crime was committed by a witch. The meta game-element is also seen in the concept of Red Truths introduced in the second episode: a statement made in red is true. Meaning that even if you don't believe that X was killed by a magic stake in that one scene, if it's stated in red that X was killed, you do have accept that specific fact. This is basically the function of third-persion narration in mystery fiction: a fair-play mystery novel should never blatantly lie to the reader in the third-person narration. The unreliable narrator is of course a subjective narrator and in that sense, Beatrice is most definitely an unreliable narrator, but any statements she makes in red are true regardless of her status, which brings some interesting dynamics to the deduction battles between Beatrice and Battler, as Beatrice can sometimes kill off a complete theory of Battler just by making a red statement that contradicts a fundamental premise. 

The idea of a single work of mystery that doesn't actually reveal the truth to the reader reminds me of two of Higashino Keigo's books featuring Kaga Kyouichirou: Dochiraka ga Kanojo wo Koroshita ("One of the Two Killed Her") and Watashi ga Kare wo Koroshita ("I Killed Him") both don't say who's ultimately arrested for the murders in those books, nor is a detailed explanation given to the reader as to how Kaga managed to identify the killer, so the reader has to solve the whodunnit themselves, with or without the extra help in the sealed commentary pages.


This is just an 'update' post on my progress on Umineko: When They Cry and I still have half of the story to read through, so there's little I can say about the quality of the mystery at this moment. As you may have noticed however, I've created a Umineko no Naku koro ni playthrough memo page, where I wrote down my thoughts each time I was done with an episode, dotting down what scenes I thought were suspicious, and what implications they might have. I'm probably very wrong, but if you have played the games already, it might be fun to read through them (they're ROT13 protected). One thing that's noticable about the murder situations in Umineko however is that a lot of options are left open with the impossible crimes. Some locked room murders are basically only "impossible" if you believe some characters aren't in cahoots or something like that, which is also pointed out in the episodes themselves. This is often the case to leave the possibility open that the murders could be committed by either magic or by a human hand, but it does result in murder situations where the mystery seems to lie mostly in the fact that the reader isn't given enough specific information about each murder scene. Even when Red Truths are later introduced (sometimes also concerning earlier episodes), things often feel a bit vague (perhaps on purpose) and even the "rules" of Umineko, as a game that challenges the player to solve the mystery, aren't always made clear. For example, each subsequent Umineko episode will give out background information that is probably also applicable to previous episodes, but it is never stated as such, so the game is being intentionally vague to make the reader assume something, but as none of the rules are ever told to the reader, Umineko is never really trying to be fair. A good mystery story with fantasy elements will usually set down clear limits so the reader knows whether their theories remain within bounds, but even though Umineko has the Red Truths, those colored short statements only cover the bare minimum of the events that are actually shown and don't really give the player a good idea of what should be considered part of the game and what not.

Which reminds me: Umineko: When They Cry is insanely wordy, and to be honest, I feel like the game always needs like twenty lines to convey a message that had already been conveyed after the first two lines. At times the writing simply feels too self-indulgent.

Of course, it's clear that Umineko: When They Cry takes inspiration from the famous four Japanese 'anti-mystery' novels, Kokushikan Satsujin Jiken ("The Black Death Mansion Murder Case"), Dogura Magura, Kyomu he no Kumotsu ("Offerings to Nothingness") and Hako no Naka no Shitsuraku ("Paradise Lost Inside A Box"), with its focus on occult topics, the family of four with Western names, the unreliable narrator/presentation and its open-ended approach to "truth" but that does mean that story of Umineko, at this point at least, never feels like a tightly plotted Queen-like mystery novel where the logic will pull everything straight at the end.

Anyway, this was just a quick (but too long) post to say I'm now halfway through Umineko: When They Cry. At this point I honestly can't say whether the conclusion will be rewarding enough considering the interesting set-up, but writing the entries in the Umineko no Naku koro ni playthrough memo page has been interesting enough, and it'll be fun to see I at least got on the right track regarding the various solutions to the many versions of the Rokkenjima murders. A more indepth post regarding how Umineko:When They Cry works for me as a piece of mystery fiction, will follow when I'm finally done. Considering the length of these episodes, that make take a few months again though. Depending on what happens in the coming episodes of Umineko:When They Cry, I might continue working on the playthrough memo, because I'm not sure whether it's still going to present new murders or not and if there's anything for me to update in the first place. Guess I'll find out when I go back to the game. Obviously, I'd very much appreciate those who have played the game already to not spoil or even nudge nudge wink wink hint at the events awaiting me!

Original Japanese title(s): 『うみねこのなく頃に』 「Legend of the Golden Witch」/「Turn of the Golden Witch」/「Banquet of the Golden Witch」/「Alliance of the Golden Witch」

18 comments :

  1. I love the timeloop-chessgame framing device. It really lets the author indulge in the gaminess of the mystery / the challenge to the reader / the duel of wits, etc. In most detective stories, the killer is invisible to the reader. But here, the author can embody the killer as Beatrice without giving away whodunit. Beatrice can challenge the detective, give him clues, laugh at his solutions, and dare him to solve the murders.

    "sometimes people from Umineko fandom even link to specific book reviews on this blog because apparently those books served as inspiration for the games."
    What are the books by the way? Are they the anti-mysteries you list later or something else? I'm curious which books were an inspiration for Umineko

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    1. Oh, that's a good point indeed, the merging of the author and the killer/Beatrice so they address the reader both 'in-universe' and at the meta-level. Which of course creates another meta-level above that :P It does make the story a lot trickier than most mystery novels because as they function as one, you never quite know how fair things are going to be (because in an 'usual' story, you can at least assume the meta-level of the author like in a formal Challenge to the Reader is fair).

      Yeah, it's the quartet of anti-mysteries mentioned in the post. I myself haven't read anything by the creators of Umineko about what inspired them, so I can't vouch for accuracy, but occassionally I can see in the blog dashboard through what links people come from, and whenever someone links to any of those reviews, it's often via Umineko forums/topics on Umineko.

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    2. One obvious inspiration behind Umineko is of course And Then There Were None by Agatha Christie.
      And among those four anti-mystery novels Ryukishi specifically mentions Kyomu he no Kumotsu (I didn't read the other three, so I can't say how much of an influence they were, though).
      I just recently finished reading The Tokyo Zodiac Murders by Shimada Souji and I found quite a lot of similarities between it and Umineko (not in plot, but mostly in details), so I wound't be suprized if Ryukishi was partly inspired by it.
      Books by Edogawa Rampo are also the influence, though I can't name any specific titles (Ryukishi even says that going from Higurashi to Umineko is like going "from Yokomizo to Rampo").
      Among visual novels, Otogiriso and Kamaitachi no Yoru were huuuuge inspiration behind both Higurashi and Umineko, as well as Leaf games Shizuku and Kizuato.
      Apart from that, I am sure he was reading Carr, Van Dine and other classics, as well as Japanese mystery writers.

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    3. I believe I also heard that The Decagon House Murders served as a source of inspiration, but I guess that's in the same line as And THen There Were None (island closed circle). I'll probably try to read a bit more on what's specifically mentioned as inspiration after I'm done (because you never know what spoilers you might stumble upon if I try looking now ^^')

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  2. >I'm sure a lot of people only started to develop an interest in Japanese mystery stories because of Umineko.

    That was definitely the case for me. My only contacts with mystery before that were a couple of Christie books and several Poirot episodes that were shown on TV (I was already a Higurashi fan, but I saw it more as a horror than as mystery, though my view of it has changed since then). For some reason, I never found mystery a particularly exciting genre (it felt like something old and dusty, something that only housewives would enjoy) until Umineko showed me that I was actually completely wrong!

    >A good mystery story with fantasy

    What would be your examples of such works? I know about Shijinsou no Satsujin (watched the movie and loved it), but not much besides it.

    >Which reminds me: Umineko: When They Cry is insanely wordy, and to be honest, I feel like that the game always needs like twenty lines to convey a message that had already been conveyed after the first two lines. At times the writing honestly feels too self-indulgent.

    I think that's one problem of Ryukishi's writing that even the most passionate fans agree on, haha.

    >it's clear that Umineko: When They Cry takes inspiration from the famous four Japanese 'anti-mystery' novels

    I still haven't started Hako no Naka no Shitsuraku even though I've bought it when I was in Japan last year, but I can at least agree about similarities between Umineko and Kyomu he no Kumotsu. I need to reread that book...

    Not gonna lie, I am very impressed by how fast you have finished these four episodes, while also reading other books. I managed to finish just 2 or 3 novels during that time + a reread of one Umineko episode.
    How many hours a day do you read usually?

    I am excited to hear what you will think about Chiru and the game as a whole.

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    1. Yeah, I've heard similar stories to yours, but I always thought it just so weird to how some people got introduced to the genre via Umineko, like hearing for the first time about closed circles or Knox through it, especially as as far as I knew, Umineko was hardly a 'introductionary' work to genre tropes ^_~'

      Mystery stories with fantasy/supernatural themes: Ooh, I've really been into them the last two, three years. Houjou Kie's two novels have been great, with Kotou no Raihousha being about an unknown being where they have to deduce its abilities and Jikuu Ryokousha no Sunadokei (time travel) and I remember a commentator mentioning Umineko in my review of the latter ^^'). Aoyagi Aito has written two fun short story collections set in the world of Japanese and Western fairy tales like Momotaro and Hansel and Gretel. Kobayashi Yasumi's Märchen Murder series has something similar focusing on concepts like Alice's Wonderland and Tinkerbell. The Isekai no Meitantei series (light novels, manga adaptation upcoming or already out) is probably what you guess it is, an isekai series set in a fantasy world starring someone who always wanted to become a detective before he died and was reborn :P

      As the "fourth" great anti-mystery which was later added to the classic three, Hako no Naka no Shitsuraku is probably most similar to Kyomu, so if you liked that one, you'll probably enjoy Hako too.

      I read a lot in general and relatively fast, but I'll also admit that while I listened to most spoken lines when playing Twilight of the Golden Witch (YES, including all of Kinzou's BEATRIIIIIICE wailing) and went through it at the game's pace, by the second episode I started reading more at my own pace and listening less, and I also speed-read whenever I think scenes are dragging, like with Maria's occult lectures or the magic battle scenes ~_~.

      For now, the plan's to be finished with the main episodes and have the post up before Famicom Detective Club is released ;)

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    2. I think it works great as an introduction because it makes you really excited about the genre on so many levels ("locked rooms are awesome!", "logic battles are fun!", "wow, they have rules!"), even if you don't quite understand it yet. I guess the downside is that many other "normal" mystery novels can feel a little bit bland after it because it's so dense ^^'

      Thanks for the recommendations!

      Ah, Famicom Detective Club. I wish I had a Switch so I could play it. Guess I'll have to stick to playtroughs or the original versions, haha.

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    3. Ah, I think my main reason for thinking Umineko is a bit difficult as an introductionary work is its immense length and the way it doesn't show clear solutions for (all of) the numerous murders (at least not in the Question arc). So while the episodes do show a lot of the meta gaming going in mystery fiction, at this point you don't get the 'reward' yet in terms of mystery fiction (though there's plenty of fantasy ;)). And with Beatrice, the work itself of course constantly tries to remind you/convince you it's not a (fair, human world based) mystery story. You'd just think most people would have some other occassion to get in touch with similar meta gaming themes of detective fiction, because Umineko is hardly an easily accessible work considering its play time :P

      >> Ah, Famicom Detective Club. I wish I had a Switch so I could play it. Guess I'll have to stick to playtroughs or the original versions, haha.

      And don't forget the Choose Your Own Adventure books ;P

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    4. Of course, most of the people who were introduced to fairplay detectives by Umineko can't read 99% of the alternative entry points you're thinking of, and have staggeringly few other paths.

      -From somebody in a country where the mystery genre is so degraded that book advertisers don't know the difference between a locked room and a closed circle. *Pouts*

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    5. Well, at least they still release books with locked rooms and/or closed circles? :P Unless they also use the terms for situations that aren't either too ^^'

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    6. The state of the mystery genre outside of Japan is so strange. The general public understands that, like, Great Detectives and Locked Rooms are a thing that some people like, but it increasingly seems that nobody understands what any of it means or why it works.

      For god's sake, last month I read a book that had the sheer unmitigated gall to put in a false challenge to the reader! What am I supposed to do with that?

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    7. A false Challenge? How does that work? XD "You now are in possession of all the facts necessary to solve the case."

      "Hihi, I lied!"

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    8. ...Pretty much, yeah. I mean, the author never SAYS they knowingly lied, but there was no detective giving a summation based off of evidence, and on rereading, I noticed exactly zero bits of supporting evidence, so...

      Actually, if I were in a more structured and less rant-y mood, there'd probably be a real interesting essay to be written about Alex Pavesi's "The Eighth Detective", the story in question. The whole thing is SUPPOSED to me a meta-mystery, with a mystery writer and an editor discussing in-universe short stories and talking about what they mean, but "what they mean" is never... anything.

      There's no discussions of different types of logic, no arguments over standards of evidence, no questions over whether x or y is fair. It's all weird math-philosophy questions like "How specifically can we define the word 'culprit'" or "If a mystery story features more than one culprit... isn't it actually more than one mystery?" Just the most bizarre sense of priorities. I hated it, but I also felt like I learned a lot, more than I usually get out of "proper" literary analysis. Like looking at yourself from a third-person perspective and seeing how others interpret you, and how you could communicate with them more efficiently.

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    9. The title of that book is familiar, but I didn't know anything about the contents. Sounds like an interesting read though, something to slip in between the 'conventional' mystery stories.

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  3. I've played the first episode (which is available on the developer's website as a demo), but no further, due to hardware/compatibility/simplicity issues. (At the moment, the most convenient way for me to play the rest would be a convoluted process involving purchasing the original PC discs and convincing them to run on Linux, which is not something I'd like to do, so it'll be a while before I play the rest.) I thought the first episode was interesting, but, as it's only the first eighth, I can't really say much about it.

    What you say about the Red Truths kind of reminds me of Gödel's Incompleteness Theorem. I doubt that it has anything to do with the story, but I can't help but chuckle at the idea of a Red Truth stating "this statement is false." XD

    I think that Anonymous made a very good point about Beatrice acting in a similar role to the author. One thing that this allows for is the confusion of levels. If mystery fiction is a game, there's a difference between the story level (criminal vs. detective) and our level (author vs. reader). By this, I don't mean simply that the story level is fictional, but that the reader necessarily has different information and a different perspective than a character in the story. By conflating the author with a stand-in for the criminal and by making the detective explicitly a spectator, it becomes permissible for the detective to apply the type of reasoning that we would apply when reading a novel, rather than being constrained as a direct participant. (At this point, I should probably repeat that I've not played much of this, so I could be completely off the mark. To one who has actually played this, all of the preceding paragraph could sound like incoherent rambling, for all I know.)

    Also, to toss my two cents in about mysteries with supernatural elements, The 7 1/2 Deaths of Evelyn Hardcastle was good, especially considering that it was a debut novel. I just started reading Alfred Bester's The Demolished Man, and, while I don't have an opinion on it, having only just begun, I know that Anthony Boucher praised it as a "masterful compounding of science and detective fiction," which means that it's probably very good indeed. Finally, one that I've certainly not read yet, but that sounds excellent is Medium - Kourei Tantei Jouzuka Hisui, which has been near the top of my "want to read" list since I read about it here last year. (And I shudder at the thought of that false challenge to the reader. I'm sure the Queen cousins are spinning in their graves, and I devoutly hope that I do not unknowingly come across it.)

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    1. They do mention in the game that using a Red Truth to simply say "Magic is real!" would kill the game of wits immediately, so Beatrice only uses the Red Truth if otherwise, Battler would just go 'Nu-huh, I don't believe you" and come up with some other theory. So it's only used to prove the bare minimum of each crime scene, which is both interesting as a concept, but also makes it hard to trust anything shown on screen but Red Truths (which are also worded in ways which are probably meant to fool the player).

      Oh, you're on the right trail regarding the confusion of levels. It's kinda like Mystery Arena I read earlier this year, where the participants know they are reading a mystery story and develop their theories accordingly. Technically, Beatrice and Battler are on the level of the 'reader', who witness each iteration of the Rokkenjima murders, and they do for example reference Knox and Christie a few times. But because Beatrice can influence both levels, the Red Truths are introduced as "absolute fact" from the actual author (Ryukishi07/07th Expansion) to allow for some fair-play reasoning, because otherwise, you could always just assume that the Beatrice-Battler level is also under influence of Beatrice and still part of the fiction.

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  4. Who are your favorite characters so far?

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    1. George and his father, I guess. They seem the most normal among the insanity :P

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