Showing posts with label Jinguuji Saburou | 探偵神宮寺三郎. Show all posts
Showing posts with label Jinguuji Saburou | 探偵神宮寺三郎. Show all posts

Wednesday, October 11, 2023

Three Strikes, You're Out

"There must be something comforting about the number three. People always give up after three"
"Sherlock"

Wow, it's been almost four years since I last wrote something about this series? 

1: The Shinjuku Central Park Murder Case (1987) [Nintendo Famicom Disk System]
5: The Unfinished Reportage (1996) [Sony PlayStation / SEGA Saturn] 
6: At the End of the Dream (1998) [Sony PlayStation / SEGA Saturn] 
7: Before the Light Fades (1999) [Sony PlaySation] 
8: Innocent Black (2002) [Sony PlayStation 2]  
9: Kind of Blue (2004) [Sony PlayStation 2]  
10: The White Phantom Girl (2005) [Nintendo GameBoy Advance] 
14: Ashes and Diamonds (2009) [Sony PlayStation Portable] 
15: The Red Butterfly (2010) [Nintendo DS] 
16: Rondo of Revenge (2012) [Nintendo 3DS]
17: Ghost of the Dusk (2017) [Nintendo 3DS]
18: Prism of Eyes (2018) [Nintendo Switch/Sony PlayStation 4]
 
00: Daedalus: The Awakening of Golden Jazz (2018) [Nintendo Switch/Sony PlayStation 4]
Mobile: New Order [iOS] 
 
Novels
The Shinjuku Central Park Murder Case AD2000 (2000)

In 1987, Shinjuku Chuuou Kouen Satsujin Jiken ("The Shinjuku Central Park Murder Case") was released for the Famicom Disk System in Japan, making it the third command-based adventure game on the system, and the game would become the first entry in one of the longest mystery adventure game franchises in existence. In the game, the player took up the role of private investigator Jinguuji Saburou who worked in Shinjuku and helped by assistant Youko and backed-up by his friend Inspector Kumano, the player was asked to solve the murder of a woman found in Shinjuku Central Park. It was far from a perfect game, and a lot of the ideas seen in this game would be abandoned, or only return in much later installments in a much refined versions, but still, the basic concept of the game were unique enough to make this a franchise over 30 years old. The game was unique for being aimed at adults, with a distinct hardboiled atmosphere, offering a story that involved the underworld of Shinjuku, and which had you investigate suspicious bars and other places in the shady entertainment district. But, it had also aspects of a puzzle plot mystery, with a pretty outrageous plot revealed at the end, and that is what has given the Tantei Jinguuji Saburou game franchise its unique face: the series has seen several developers in its history, but you can generally expected a mystery story with a hardboiled exterior involving the underworld, but you can occasionally find puzzle plot mystery plots too that tie in with those "hardboiled detective" plots, and then there's of course the fantastic music of this series. I am a big fan of the series, and have written about many of the games, and while they are certainly not all recommended material, I still enjoy them in general a lot.

What might be confusing about this franchise is that the title Shinjuku Chuuou Kouen Satsujin Jiken ("The Shinjuku Central Park Murder Case") has been used multiple times for different productions. In 2003, a "remake" of the game was released on mobile phones in Japan, and this version was also later included in the first Nintendo DS title of this franchise. This DS game has been released in English in localized form as Jake Hunter Detective Story: Memories of the Past, with the remake of Shinjuku Chuuou Kouen Satsujin Jiken being given the title The Petty Murder of a Fragile Heart. But even though this version is considered a "remake" and in Japanese, bears the same title as the 1987 original, it's basically a completely different story: while the 2003 version starts similarly with the corpse of a woman being discovered in Shinjuku Central Park and Inspector Kumano asking Jinguuji to look into the case, the rest of the case is completely different, and the "biggest" connection the 2003 version has with the 1987 game in terms of story, is that a few characters from the 2003 game share names with characters from the 1987 version, though with completely different backgrounds. So that's two games titled Shinjuku Chuuou Kouen Satsujin Jiken but with different stories.

And then there's a third murder in Shinjuku Central Park: Tantei Jinguuji Saburou: Shinjuku Chuuou Kouen Satsujin Jiken AD2000 ("Detective Jinguuji Saburou: The Shinjuku Central Park Murder Case AD2000", 2000), which isn't a game, but a novel written by Sukeno Hiroshi. Who incidentally would go on to work on the story of the 2003 version of Shinjuku Chuuou Kouen Satsujin Jiken, so he worked on at least two of the three Shinjuku Chuuou Kouen Satsujin Jiken titles that exist within this franchise, and because older games don't really properly credit people, so this is impossible to check, but I wouldn't even be surprised if he also worked on the original 1987 game! Anyway, it should surprise anyone if I say the story starts with the discovery of a strangled woman in Shinjuku Central Park. The woman is identified as Yukie, a "hostess" who worked at the club Side Pocket. Jinguuji is hired by Hitomi, a friend of Yukue and fellow hostess to find out why her friend ended up murdered. Jinguuji starts his investigation by asking around in the night club where the victim worked, but soon starts to suspect that something going in at Side Pocket might've led to Yukie's death. but what?

This novel was released in 2000, after the three PlayStation/Saturn era games (The Unfinished Reportage, At the End of the Dream and Before the Light Fades), and you can definitely tell. The atmosphere of this novel, and the way the investigation into the murder of Yukie plays out is very similar to those three games, so as "supplemental material" to those games, I quite enjoyed it. This 2000 version of the Shinjuku Central Park murder by the way is not intended as a remake of the first game: in the book Jinguuji refers to the events of the 1987 game, saying he worked on a case involving a dead woman in the park before, so it's just supposed to be a similar, but different case. There are a few other minor parts that help "fix" this novel within the game timeline, like this book being the first time Jinguuji meets the forensic investigator Miyoshi (who first appears in Mikan no Rupo) or mentioning how this story is set only a few months after Youko first became Jinguuji's assistant (also referencing how they first met, as shown in Yume no Owari ni, and later somewhat retconned/explained really weirdly in the spin-off prequel game Daedalus). That said, I'd say the book is pretty accessible for people who don't know the series at all: sure, you have a few recurring characters like the yakuza boss Imaizumi, but everything you need to know is explained, and Tantei Jinguuji Saburou: Shinjuku Chuuou Kouen Satsujin Jiken AD2000 is perfectly readable as a standalone hardboiled detective story.

That said, I assume that most readers of this blog are not really looking for a hardboiled detective story and in that regard, Tantei Jinguuji Saburou: Shinjuku Chuuou Kouen Satsujin Jiken AD2000 isn't really a book I would recommend. I think it's a great Jinguuji Saburou novel, that really captures the atmosphere of the games, and of the three novels I have read now, this one is absolutely the best one at capturing the vibe, but as a standalone detective story, it's not particularly clever or memorable. You just follow Jinguuji's investigation as he tries to learn more about Yukie, the shady going-ons at Side Pocket and how that may be connected to Yukie's death, and as always, things start to get complicated when Jinguuji stumbles upon a plot that involves the underworld of Shinjuku and there's even a social school-esque aspect as we learn about the weaker people like hostesses who live within the shady night-life of Shinjuku, but it's not like you're treated to a fairly clewed, clever mystery. You're just here for the ride. There are a few minor moments where Jinguuji makes clever deductions about what to do, but those times are rare. It's not the novel that will win people over or anything, it's just a solid spin-off novel of the game series. Some parts might feel bit too similar to the plots from the PlayStation/Saturn-era games, but it's a part I like, because I think those games were the best of the series, and this book really feels part of that era.

Oh, and the book has some neat original art!

So Tantei Jinguuji Saburou: Shinjuku Chuuou Kouen Satsujin Jiken AD2000 isn't really a must-read on its own, but as a big fan of the series, I am happy to have now experienced all three times within this franchise where the titular detective had to investigate the murder of a woman in Shinjuku Central Park. The novel is at no time truly surprising nor does it offer a really clever plot, but it does feel incredibly close to the type of stories the PlayStation/Saturn games in this franchise told and as such, I even think it's the best Jinguuji Saburou novel I have read until now. And as I haven't discussed this series in years now on this blog, I needed an excuse to bring it up again, and use the "hardboiled" tag again. Guess it's back to waiting for a new game again...

Original Japanese title(s): 助野寛探偵神宮寺三郎新宿中央公園殺人事件AD2000』

Saturday, August 10, 2019

Strike-Out Scare

過ぎ行く春を惜しみながら
僕らの幕開けたあの夏
「心絵」(Road of Major)

While lamenting the passing of Spring
Our curtains were raised in that Summer
"Picture of the Heart" (Road of Major)

Huh, who'd have thought I'd be doing another Tantei Jinguuji Saburou ("Detective Jinguuji Saburou") review this year? The long-running detective adventure videogame series had two releases in 2018: Prism of Eyes was the eighteenth entry in the main series, while Daedalus: The Awakening of Golden Jazz was a new prologue spin-off, about a young Jinguuji as he set his first steps in becoming the hardboiled private detective we know from the main series. Neither game was perfect, but as a fan of the series, I'm always happy to see a new entry, as while the brand name is fairly well-known due being around for over thirty years now, none of the games are tremendous sellers or anything like that, so you never quite know for sure whether the series will continue or not.


The Tantei Jinguuji Saburou series started out on game consoles and handhelds and that's still where the main entries are released, but in 2003, a secondary series was introduced with the mobile applications, games designed for garakei feature phones in Japan.  If one were to call the main entries "novels", these Tantei Jinguuji Saburou mobile apps were definitely the short stories: far smaller in scale and bringing a linear experience that told hardboiled detective story of about two hours in four acts. This mobile application series was fairly popular: they released twenty-four of them between 2003 and 2010, following their own numbering seperate of the main series. While as "games", these applications were quite limited, the stories they told are usually quite entertaining as human drama-based hardboiled detective stories and there are even some big industry names connected to it: Nojima Kazushige of Final Fantasy VII and Final Fantasy X fame for example wrote a few scenarios for this series, and Kodaka Kazutaka, who would later create the Danganronpa game series, more or less started out his career as a game scenario writer with the Jinguuji Saburou application series. These mobile applications were also later included with the DS and 3DS entries of the Tantei Jinguuji Saburou series, and Prism of Eyes actually consisted mainly out of HD-remakes of these mobile applications. The last of them (Yurameku Hitotose) was released in 2010, so they basically stopped making these games when use of smartphones became widespread.

So I was quite surprised when I learned that the mobile application series would continue on iOS and Android this summer. The new app Tantei Jinguuji Saburou New Order ("Detective Jinguuji Saburou New Order", 2019) was released on the last day of July to provide a main hub in which the new stories are distributed, and of course, the first game was also relased on the same day. It's been nearly ten years since the last Jinguuji Saburou mobile game, but when you play Giwaku no Ace ("The Suspicious Ace", 2019), it's like no time has passed. It follows the familar four-act set-up of the short stories and the development team behind the game also consists of familar names (including a veteran Jinguuji Saburou writer who also wrote Ghost of the Dusk, and character designer Junny). One evening private detective Jinguuji Saburou happens to become acquainted with Hayasaka Masumi on the streets of Shinjuku. Masumi is not only an employee of the baseball club Blue Kicks here in Shinjuku, she's also the (secret) girlfriend of Majima Naotaka, a starter of the team. Majima was praised as an ace two years ago, but since then fallen into a slump. He has been acting suspiciously lately, so Masumi wants Jinguuji to tail Majima to see what is going on. Jinguuji learns that Majima has been seeing Fuwa lately, a former team mate who had to quit baseball after an injury. Fuwa kinda disappeared after his early retirement, so Jinguuji is not only surprised to learn Fuwa is still around, but he also realizes Fuwa has a tie with Katagiri of the Matsuishi Group, a yakuza organization that specializes in illegal gambling. Meanwhile, an anonymous letter has also accused someone in the Blue Kicks of doping, which brings another light on Majima's suspicious activities.


Like I said earlier, these mobile application games are quite limited in scale in terms of story, so there's not very much to write about without spoiling everything. The experience is quite linear and passive compared to the (old) main series entries and the player is mostly just choosing discussion topics or selecting where to go next. The most 'thinking' you'll do is figuring out a PIN code twice. That said, I did enjoy Giwaku no Ace as an accessible, short hardboiled mystery story that uses its four-act set-up in a good manner. New events and clues keep popping up at a steady rate that keep the reader, well not guessing, as the story is fairly simple, but it's definitely enticing. You just wanna know what's really going on at the Blue Kicks, and the story does a good job at keeping your attention for the hour-and-half, two hours you'll be playing this, with each act bringing some new clues and questions. It's certainly nothing more than the old mobile application games brought, but nothing less either. If you're wanting for an old-fashioned Tantei Jinguuji Saburou experience, Giwaku no Ace is exactly what you're looking for.

So no, Tantei Jinguuji Saburou New Order: Giwaku no Ace is nothing special. This is the twenty-fifth entry in the mobile application series and they have always been following the same pattern, so no surprises here. That said, I found the two hours I spent on the game amusing, and it's certainly a worthy entry in this series in terms of storytelling. Giwaku no Ace's baseball setting is a fairly original one for the series (they had one about professional wrestling once) and while the application series has always been more focused on human drama than the main series, I think this entry has one of the more relatable casts of this series. I do hope that in the future, they'll release all of the New Order stories in one package on the Nintendo Switch or something like that, because it's really weird they decided to publish New Order in an episodic format after doing exclusively handheld/console releases since 2012!

Original Japanese title(s): 『探偵神宮寺三郎 New Order』「疑惑のエース」

Sunday, December 23, 2018

The Raven Chaser

「三郎、思考の樹を育てろ」
『ダイダロス:ジ・アウェイクニング・オブ・ゴールデンジャズ』 

"Saburou, nurture the Tree of Knowledge"
"Daedalus: The Awakening of Golden Jazz"

Last review of the year (not the last post)!

Tantei Jinguuji Saburou series 
1: The Shinjuku Central Park Murder Case (1987) [Nintendo Famicom Disk System]
5: The Unfinished Reportage (1996) [Sony PlayStation / SEGA Saturn] 
6: At the End of the Dream (1998) [Sony PlayStation / SEGA Saturn] 
7: Before the Light Fades (1999) [Sony PlaySation] 
8: Innocent Black (2002) [Sony PlayStation 2]  
9: Kind of Blue (2004) [Sony PlayStation 2]  
10: The White Phantom Girl (2005) [Nintendo GameBoy Advance] 
14: Ashes and Diamonds (2009) [Sony PlayStation Portable] 
15: The Red Butterfly (2010) [Nintendo DS] 
16: Rondo of Revenge (2012) [Nintendo 3DS]
17: Ghost of the Dusk (2017) [Nintendo 3DS]
18: Prism of Eyes (2018) [Nintendo Switch/Sony PlayStation 4]

00: Daedalus: The Awakening of Golden Jazz (2018) [Nintendo Switch/Sony PlayStation 4]

Novels
The Ghost of Shinjuku (2006)
A Bright Future (2007)


It was only a full month after the death of Jinguuji Kyousuke that his grandson Saburou learned of the death of his beloved grandfather, and to his utter shock, he also found out Kyousuke had been murdered. Kyousuke had been considered the black sheep of the Jinguuji clan, head of the Jinguuji Konzern, as he had moved away from Japan to New York in his younger days to escape the power struggles within his family. In New York, Kyousuke had become a well-respected and much loved private detective. Saburou suspects his grandfather's murder may have to do with his job, so he decides to fly off to New York to find out why his grandfather was killed. In New York, he is reunited with old friends he met at summer camp when he was a kid, but also with new allies, like Kyousuke's assistant Dan and police detectives Joshua and Hal. As Saburou learns more about the life his grandfather had in New York, he also stumbles upon the last case his grandfather was working on, which may have led to his death. With the words "Daedalus" and "The Cursed Town" as his only clues, Saburou sets out to find the murderer of his grandfather in the 2018 Switch/PS4 videogame Daedalus: The Awakening of Golden Jazz.

The Tantei Jinguuji Saburou series (also known as the Jake Hunter series) is a long-running mystery adventure game series which started in 1987 with the Famicom Disk System videogame Shinjuku Chuuou Kouen Satsujin Jiken ("The Shinjuku Central Park Murder Case"). The series revolves around the titular Jinguuji Saburou, a private detective who operates from Shinjuku, Tokyo. With the support of his assistant Youko, Inspector Kumano of the Yodobashi Police Station and other friends, Jinguuji has managed to solve many, many cases over the course of thirty years of game history. The hardboiled crime stories often have a focus on human drama and lean towards the social school of mystery, but will also occasionally feature puzzle plot mysteries and other classic tropes, resulting in a very eclectic form that at least greatly entertains me. The most recent game in this series is Prism of Eyes, which I reviewed in August of this year.


But before the release of Prism of Eyes, it was already announced that we'd see another entry of this series soon, though in a completely different form. Daedalus: The Awakening of Golden Jazz is the first prequel/spin-off game the series has seen in its more than thirty years old history, and is set about 10 years before the main series, portraying a younger Jinguuji Saburou as a student, long before he became the ever-smoking private detective we know of the other games. From earlier games, we knew he had taken after his grandfather and that like his grandfather, he had also lived in the United States and that during his time in New York, he had first met his future assistant Misono Youko as both got involved in a certain case (as mentioned in the PSX entry Yume no Owari ni), but we never got any details about this past. Daedalus: The Awakening of Golden Jazz, which is written by the same scenario writer as of Yume no Owari ni, gives us the details of Saburou's time in New York.


Why Daedalus: The Awakening of Golden Jazz is touted as a spin-off title rather than as the newest numbered entry in the main series, becomes obvious the moment you look at the game. It looks nothing at all like the previous games. Sure, the character designs are always different each game, and I really like the character designs this time. But gone are the old-fashioned commands like "Look" or "Talk" which you use to interact with static screens featuring static characters, as now each location is depicted as a 360 degrees panorama picture. It's pretty to nice to actually be able to move the camera now and look all around you. Instead of choosing the "Look" command, followed by "Telephone" like in all the previous games, you can now directly move the camera towards the telephone and select it to interact with it. Functionally, it works actually precisely the same as in the old games, but it certainly looks flashier. (If you're thinking of Sherlock because of the floating text: Sherlock takes a lot of cues from game grammar). I guess the idea is that these changes allow the player to really experience the world through Saburou's eyes, interacting directly with everything and everyone, rather than using commands. I love the use of the panorama view based on real photographs by the way, which reminds of the real photographs used as backgrounds in previous games like Yume no Owari ni and Tomoshibi ga Kienu Ma Ni.

Gameplay-wise though, Daedalus: The Awakening of Golden Jazz is almost the same as the other games, providing a fairly linear experience. It's a mystery game, but most of the time you'll not be able to do any thinking yourself, as much of the story is streamlined: you can only continue in the story if you go to the right location to talk with the right person/find the right piece of evidence, and only then can you continue to the next location, etc. It's a fairly stress-free experience, but there's not freedom here. This game also introduces a so-called "Stance" mechanic (where you can react to a person with different attitudes), but in reality it's nothing but a multiple choice system, as there's usually only one correct stance to pick, and the game will eventually always force you to pick the correct stance.


New in Daedalus: The Awakening of Golden Jazz are the end-of-chapter confrontations, where Jinguuji confronts a person of interest with his findings. These confrontations are fairly simple, as you're basically asked a few questions, which you answer to with the discoveries you already made over the course of the chapter (basically, it's just checking whether you paid attention). Though these are one of the few moments where you can get a game over screen (besides a few select other points in the games), which is fairly surprising, because I don't think the series has featured a game over screen since the very first game!

So despite all the flashier looks, Daedalus: The Awakening of Golden Jazz doesn't really differ from the other games mechanically, focusing much on telling a mystery story, rather than really challenging the player with game mechanics that allow them to think for themselves, but how does it fare as a mystery story? Well, I really want to like it more than I do. I quite like the new chapter structure, with Saburou solving a major incident at the end of each chapter (previous games were more like one long story), but these incidents are usually incredibly straightforward. When you find the proverbial bloody glove with the fingerprints of a suspect, you can be sure that the clue means the murderer was indeed the owner of those fingerprints, and that it's not some kind of red herring. These far-too-simple chapter cases seldom make feel like you've uncovered something big like in the previous games, which usually started with a small incident (a missing woman or something like that) which eventually are discovered to be part of a bigger case (often involving organized crime etc). Daedalus: The Awakening of Golden Jazz does become a story with scale eventually, but the smaller chapter cases are far too short and simple, with very few shocking surprises awaiting the player. What doesn't help is it often feels like there are holes in the storytelling and direction, as if scenes or lines had been cut. Sometimes things are mentioned as if we had heard about them before (which I'm sure we didn't or at least vaguely) and sometimes, the direction of scenes is just too vague, making it unclear what actually happened until they discuss it afterwards ("Oh, so thaaat's what happened). It's especially the moments where they treat a fact as commonly known, even though it's only been vaguely alluded too earlier, where Daedalus feels off. The overall story of Daedalus has some really good emotional moments, but also some choppy moments because of this uneven storytelling. It does become a bit silly at certain points regarding the backstory, but overall, I did enjoy the story. Warning though: Deadalus starts incredibly slow and the first chapter, set in the past when Saburou was at summer camp with his friends Abby, Leo and Ben, is arguably the worst one too, so you have to make your way through that until it becomes more interesting.


Though I have to mention this: the events of how Saburou and Youko first met in New York as depicted in Daedalus: The Awakening of Golden Jazz, don't exactly match the story alluded to in Yume no Owari ni, even though they're written by the same writer! Which is more than a bit strange considering the concept of this very game was to give the details about the incident that brought them together! Also: Youko is depicted very differently from how we know her in the other games. She's almost... tsundere! Funny is how Saburou is still a minor in this game, so he doesn't smoke nor drink, which are like the two things he always does in the main series (heck, the main series has a dedicated "Smoke" command, which usually functions as a "Hint" command).

The subtitle The Awakening of Golden Jazz refers not only to the awakening of Saburou as a detective, but also to the fantastic jazzy soundtracks that are a staple of the series. To be honest, at the start of the game, I thought the music was okay, but not really fitting to the series, but as you progress in the story, the music also changes and by the time you get to the end, the music does really sound like something you'd expect from the Tantei Jinguuji Saburou series, so the 'awakening' of jazz as you proceed in the game was a really nice touch! The music of the Tantei Jinguuji Saburou is my default 'writing' background music by the way.

To be honest, at first I wasn't really looking forward to Daedalus: The Awakening of Golden Jazz, as the idea of a prequel game simply sounded rather uninspired to me. Having now played the game, I think my hesitations have shifted focus. Overall, I did have fun with this game, more than I had initially expected, and I am most definitely a fan of the graphical and music style they chose for this spin-off, but this game could also have been much more enjoyable if the storytelling had a brush-up, as many moments don't come across as intended because of clunky direction at times. I think the overall story works quite fine as a mystery story that doesn't quite feel like it would work in the main series, but perfectly as a spin-off prequel, but had the developers had more time to flesh out the seperate chapters too with more depth, I think this could've been a much, much better game.

Original Japanese title(s): 『ダイダロス:ジ・アウェイクニング・オブ・ゴールデンジャズ』

Friday, August 17, 2018

Monochrome Motion

たった一度だけでも抱いてしまった希望
君の手の中に踊るのは
未完成な音色
「未完成な音色」(Garnet Crow)

It was a hope I held on for only one single time
But what is dancing within your hands is
An imperfect sound
"An Imperfect Sound" (Garnet Crow)

Don't you just hate it when an anthology features one story you really want to read, but where most of the other contents are made up out of stories you already have in other publications? Or when a certain book is re-released, but includes some new content, for example a new story, or an updated chapter or something similar? That one story or that little bit of new content is certainly alluring, but does it justify basically double-dipping on certain stories or other books?

Tantei Jinguuji Saburou series 
1: The Shinjuku Central Park Murder Case (1987) [Nintendo Famicom Disk System]
5: The Unfinished Reportage (1996) [Sony PlayStation / SEGA Saturn] 
6: At the End of the Dream (1998) [Sony PlayStation / SEGA Saturn] 
7: Before the Light Fades (1999) [Sony PlaySation] 
8: Innocent Black (2002) [Sony PlayStation 2]  
9: Kind of Blue (2004) [Sony PlayStation 2]  
10: The White Phantom Girl (2005) [Nintendo GameBoy Advance] 
14: Ashes and Diamonds (2009) [Sony PlayStation Portable] 
15: The Red Butterfly (2010) [Nintendo DS] 
16: Rondo of Revenge (2012) [Nintendo 3DS]
17: Ghost of the Dusk (2017) [Nintendo 3DS] 

18: Prism of Eyes (2018) [Nintendo Switch/Sony PlayStation 4]

Novels
The Ghost of Shinjuku (2006)
A Bright Future (2007)


That is the question that sticks with me the most as I played the Switch/PlayStation 4 game Tantei Jinguuji Saburou - Prism of Eyes ("Detective Jinguuji Saburou - Prism of Eyes"), released in August 2018 as the eighteenth main series entry in what might possibly be the longest running mystery adventure game series. As always, the game revolves around the adventures of the ever-smoking private detective Jinguuji, his assistant Youko and the local police detective Kumano as they work on curious cases in Shinjuku, Tokyo. This latest game is basically a series anthology, complete with the usual complaint I have with anthologies: most of the content is already available in other forms. Prism of Eyes contains no less than thirteen different scenarios (stories), most of them about two to three hours long to read through (plus one bonus story). The problem is that only three of those scenarios (and the bonus story) are completely new, original content. The remaining ten stories, thus the bulk of the whole game, are high-definition remakes of select titles from the spin-off series which were originally not released on game consoles, but on mobile phones. While the original services offering the Tantei Jinguuji Saburou mobile phone applications have stopped long ago making them rare games in theory, all twenty-four mobile applications are quite easily available, as they were included (in batches) in previous main series titles. That means that if you have been following this game series since at least the DS titles,  you will already be familiar with about seventy-five percent of this game.


I have been a long-time fan of this series. In fact, I started playing these games just before I started learning Japanese, so to me, the experience of playing these games have always been also a way to measure my proficiency in the language, but that does mean that Prism of Eyes feels rather lacking in content to me, as so much is simply repackaging of old material I already know. The three brand-new scenarios (which are collectively titled Prism of Eyes) do try to do something interesting. Assistant Youko and police inspector Kumano have been playable characters in some of the previous titles, but that was usually in a shared role with Jinguuji, or with each other, with chapters alternating between these characters. Never before have Youko and Kumano, who have been in this series ever since the first title, carried their own story from start to finish. The three new Prism of Eyes scenarios however have Jinguuji, Youko and Kumano each star in their own story. In False Night, Jinguuji runs into Asakura, an old buddy from the university boxing club, who is apparently chased by some suspicious figures. Asakura disappears, but Jinguuji learns that Asakura has stolen a bag from a VIP room in a club run by a shady organization and now everyone is after Asakura and his bag. Detective assistant Youko stars in Gems For the Dead, where a college friend Yuiko, who is now a jewelry designer, asks Youko to model for her. She also wants Youko to investigate her boyfriend, who has been acting weird strangely, and Youko discovers a strange connection between Yuiko's boyfriend and a series of murders happening in Shinjuku, where a gem is left with each victim. In The Truth of the Cursed Mirror, police inspector Kumano is investigating the death of an assistant-professor in archeology in a dig-site discovered at a construction site. At first sight, it appears the man simply slipped and died because of his injuries, but there are some points that bother the experienced police detective, and there are also rumors the assistant-professor's death is connected to a curse enscribed in an ancient bronze mirror found at the site.


As per the current series tradition, these games don't really offer much in terms of interactivity, only allowing you to use a few simple commands like "Move" and "Look" to move between locations and ask witnesses specific questions, and it's impossible to get stuck or even get a game over screen. In return, these games can focus very much on story-telling, and while the core is still a mystery plot, the human drama angle this game series has adapted especially since the entries released on the DS, is very much noticable here. The three stories do play into the strengths of the three characters: Jinguuji's scenario has him dealing with underworld gangs and secret wars, Youko's story is far more focused on the characters, while Inspector Kumano's story has him dealing with red tape and pressure from within the police organization as he tries to solve his case. The three scenarios are rather passive experiences as mystery stories, focusing more on the slow unraveling of the case and events, rather than giving the player the tools to do it themselves, but they definitely work as captivating mystery stories. But, considering these three scenarios are each about two, three hours long each, Prism of Eyes does really feel lacking in content. The scale of these three stories is rather limited. And sure, taken together you might have about nine hours, but as a main series entry, I'd prefered a long, nine-hour story (like in the older games, like series pinnacles Yume no Owari ni and Tomoshibi ga Kienu Ma ni), rather than three shorter stories. Prism of Eyes is the first Tantei Jinguuji Saburou to be released on a home console, rather than a handheld device (DS, PSP and 3DS) since 2004's Kind of Blue, so I had hoped we'd be getting the scaled-up experience this time, with more robust gameplay mechanics like the zapping system, time system or even the train-your-assistant systems of earlier games, but no. The DS and 3DS original scenarios were arguably also rather small in scale, but that wasn't very surprising considering the hardware (Ashes and Diamonds on the PSP in comparison is pretty long), and the inclusion of the mobile phone application games back then was a worthwile addition, as that was the first time they were made available in a physical format, and you couldn't get them anymore on the cell phones.

There are also various minor signs that Prism of Eyes could've used some extra polish. Some of the in-game effects (like sliding assets) are incredibly ugly and the order of in-game commands (like "Look", "Item" and "Move") changes sometimes between the various scenarios. So most of the time, "Speak" follows the command "Look", while for example in False Night, it's I think "Item" that follows "Look" for no apparent reason. So on the whole, I think the new stories are okay, but the whole game does feel like unambitious, and the execution is at times even sloppy.


The ten other scenarios included in Prism of Eyes are as mentioned simply HD-remakes of scenarios originally released on mobile phones, and later made available on DS. To be honest, I don't really like the new HD graphics. While the character designs are done by the same person who did most of them orginally (JUNNY), I prefer the more unique designs of the original versions rather than the ones used for the HD remakes. I'm not going to write something on all of the stories, but to pick a few: The Six Sheets of Crime is a personal favorite, as it has one of the more traditional puzzle-oriented plots of the whole series, with a locked room of sorts and a pretty ingenious way that indicated the murderer. This story was written by Kodaka Kazutaka, who would later create the Danganronpa game series. Prism of Eyes features another scenario written by Kodaka. As Times Goes By... is a HD remake of a what itself was a fairly faithful remake of Toki ga Sugiyuku mama ni..., originally published on the Famicom in 1990. The original Famicom title was the first in the series to focus on human drama (and the first game in the series without a murder!) and was written by Nojima Kazushige, whom most people will know as the scenario writer of mega hits Final Fantasy VII and Final Fantasy X. The mobile phone remake (on which this HD remake is based) smoothes the story out a bit. The Linked Curse is another HD remake included in Prism of Eyes which was originally written by Nojima (and a personal favorite too) and has Jinguuji investigating the death of a young man who claimed he was cursed. This is actually the one and only mobile phone application game I bought for my Japanese phone when I was studying in Fukuoka, and I have rather fond memories of it. Pretty weird to play this game now in high definition on my television, considered I first played it the screen of on a small clamshell phone!

Prism of Eyes includes a short demo of Daedalus - Awakening of Golden Jazz, an upcoming prequel spin-off game featuring a younger Jinguuji during his time in New York (set before the flashback events of Yume no Owari ni). The gameplay of this "Chapter 0" is quite different from the usual games, and also a bit clunky in this demo, but as the game'll be released later this year, I'll be sure to check it out.


One thing I can't complain about is the music of Prism of Eyes. Seriously, I don't know how, but the music of each and every entry in this series simply rocks. Or to be exact: jazzes. The jazzy soundtrack of this series is absolutely fantastic, and I'm sure to add the new Prism of Eyes tracks to the playlist I use when I'm writing (which is actually mostly made out of Tantei Jinguuji Saburou music, as they work perfectly as non-intrusive background music).

Tantei Jinguuji Saburou - Prism of Eyes is in my eyes a somewhat disappointing game. After the steps taken in last year's Ghost in the Dusk, I was hoping for a grand scale Jinguuji Saburou game like we had in the PlayStation and PlayStation 2 days, but Prism of Eyes is unambitious, with only a few, short new scenarios. If you have never ever played a Jinguuji Saburou before, the thirteen scenarios found in this game (+ bonus story) will definitely offer a varied collection of mystery stories that also provide a good picture of what the series has to offer in terms of characters and storytelling, but for people who have been playing these games for a longer time, Prism of Eyes has far, far too little to offer in terms of original content.

Original Japanese title(s): 『探偵 神宮寺三郎 Prism of Eyes』

Friday, September 29, 2017

A Frightened Hound Meets Demons Underground

Now Garm howls loud | before Gnipahellir, 
The fetters will burst, | and the wolf run free; 
Much do I know, | and more can see 
Of the fate of the gods, | the mighty in fight
Völuspá (Bellows translation)

It was in the year of 1987 that the world first got to know the ever-smoking private detective Jinguuji Saburou in the Famicom Disk System videogame Shinjuku Chuuou Kouen Satsujin Jiken ("The Shinjuku Central Park Murder Case"). It was a hardboiled detective adventure game that, for that period, was surprisingly aimed at an older audience, as the investigation into the mysterious murder of a woman found in the middle of Shinjuku Central Park would bring protagonist Jinguuji and the player to the seedier side of town. While a kindhearted, if somewhat silent man, Jinguuji would not stand for injustice and had the guts to face yakuza gang if the case demanded it. Three other games followed on the Famicom (some of them written by Nojima Kazushige, best known for various Final Fantasy titles), and while the series never scored a real hit, the Tantei Jinguuji Saburou ("Detective Jinguuji Saburou) series somehow managed to survive various game console generations, with releases on hardware like the PlayStation, PlayStation 2, Game Boy Advance, Nintendo DS, PlayStation Portable and the Nintendo 3DS.

The series not only managed to outlive several console generations, it even manage to outlive two companies. The series was originally conceived by Data East, but they went bankrupt in 2003, with the intellectual property moving to WorkJam. WorkJam then released new games in the series at a fairly steady pace of once every two, three years, but this came to a stop five years ago. Earlier this year, Ark System Works announced they had gotten possession of this series now from WorkJam, which was  just in time too for the thirtiest anniversary of the Tantei Jinguuji Saburou series.

Tantei Jinguuji Saburou series 
1: The Shinjuku Central Park Murder Case (1987) [Nintendo Famicom Disk System]
5: The Unfinished Reportage (1996) [Sony PlayStation / SEGA Saturn] 
6: At the End of the Dream (1998) [Sony PlayStation / SEGA Saturn] 
7: Before the Light Fades (1999) [Sony PlaySation] 
8: Innocent Black (2002) [Sony PlayStation 2]  
9: Kind of Blue (2004) [Sony PlayStation 2]  
10: The White Phantom Girl (2005) [Nintendo GameBoy Advance] 
14: Ashes and Diamonds (2009) [Sony PlayStation Portable] 
15: The Red Butterfly (2010) [Nintendo DS] 
16: Rondo of Revenge (2012) [Nintendo 3DS] 
17: Ghost of the Dusk (2017) [Nintendo 3DS]
18: Prism of Eyes (2018) [Nintendo Switch/Sony PlayStation 4]


Novels
The Ghost of Shinjuku (2006) 
A Bright Future (2007)

Tantei Jinguuji Saburou: Ghost of the Dusk ("Detective Jinguuji Saburou: Ghost of the Dusk", 2017) is the seventeenth main series entry in the adventure game series and meant to be a thirtieth anniversary game. The main scenario is the titular Ghost of the Dusk, which starts with our hardboiled detective hanging out in his usual bar when he overhears an agitated man saying he found a dead body inside an abandoned mansion in Shinjuku.  With his interests piqued, Jinguuji decides to check up on the story and indeed, he discovers a dead homeless man inside the decrepit mansion. While at first it appears it was just the man's health that did him in, Jinguuji soon discovers that there might be more behind the man's death. As he digs into the unfortunate death, he also becomes acquainted with the current owner of the abandonded mansion, who lives in a small shed on the mansion grounds. The owner, a former doctor, confides to Jinguuji the mansion is cursed, which is why he doesn't live there himself and the curse soon proves itself to be true as more people die on the premises. Jinguuji has faced the most dangerous gangsters and killers in his long career as a private detective in Shinjuku, but can he also win against a decades-old curse?

The sixteenth entry in the Tantei Jinguuji Saburou series was released five years ago, and while Fukushuu no Rondo ("Rondo of Revenge") was supposed to be a work to celebrate the twenty-fifth anniversary of the series, it turned out to be a very disappointing game, with a story that at times didn't even feel like it was part of the series, and also fairly clumsy attempts at introducing new gameplay elements. In fact, the game was so bad I feared it meant the end of the series. When Ghost of the Dusk  was announced earlier this year though, it was being toted as going back to basics, going back to the roots of the series. The various key persons in the development team had all worked on the series before (most prominently, the scenario writer for 2002's Innocent Black returned), and like the older games, the focus would be on the story and the music. In that respect, I have to say Ghost of the Dusk did its job very admirably.


With the series having last for thirty years, there are just some things you expect from the series. No Tantei Jinguuji Saburou story for example would be complete without an appearance of Jinguuji's capable assistant Youko, or police inspector Kumano of the Yodobashi Police Station in Shinjuku. Fantastic jazzy music is also a must-have in this series. But the setting is also important, as the games are always set in real-life locations, most prominently the city of Shinjuku (part of Tokyo), which houses not only the headquarters of the Metropolitan Police Department, but also the center of the underworld of Tokyo, with its red-light district and various gangs housing there. It was here were Fukushuu no Rondo slipped up, but luckily, Ghost of the Dusk proved to be exactly what any long-time fan of the series would want in terms of story. It starts very familiar with the discovery of the body of a homeless person. Homeless persons are very often featured in this series, as many people with no way out eventually do end up in Shinjuku, and unfortunately, they often end up as the "disposible" victims of various schemes of gangs and other nefarious parties. The Jinguuji Saburou series has always paid much attention to the helpless in Shinjuku, from the homeless, to the people who get engulfed by the underworld operating there, and is thus a form of social school mystery fiction, as it addresses problems in society in conjunction with its mystery plot. Ghost of the Dusk starts off like this too, but eventually moves towards a much bigger plot that is very satisfying to uncover. While it is definitely not a grand puzzle plot mystery , it does a good job at mixing the hardboiled mode with some minor puzzle plot tropes.


While the series had some interesting experiments with gameplay (like mechanics where you zap between various protagonists and managing assistants), the Jinguuji Saburou series has always been more focused on presenting a hardboiled mystery story than diverse gameplay, and that holds true for Ghost of the Dusk too. You'll only be using the commands to move to the next location to speak with person X or Y, which will drive the story forward, allowing you to go a different location to speak with person Z, etcetera. Most of the story is "read", rather than "played", but the stories of Jinguuji Saburou are usually interesting enough to keep the player hooked. Occasionally, you'll be prompted to interrogate suspects or find evidence in a room, but these segments are always very simple and it is impossible to fail the game or hit upon a game over screen, or even really get stuck. The simple hint system that has been in place since the first game is also still here: Jinguuji can smoke at practically all times, which will give him an idea of what to do next.

The scenario writer (Kaneko Mitsue) commented that while Ghost of the Dusk's main goal was to go back to the roots of the series, but she also wanted to feature something refreshing and new, which eventually became the focus on the cursed mansion. While country houses and mansions with hidden passages are a staple of mystery fiction, they are hard to do in a hardboiled setting, especially one that is set in the metropolis that is Shinjuku. And indeed, the setting had not been used before in the series, but Kaneko did a commendable job at integrating this trope in this series without making it feel out of place.


As a standalone story, Ghost of the Dusk is a short, but captivating scenario, but this is not the only story included in the game. While this is the seventeenth game in the main series, there exists also a spin-off series of application games originally made for cell phones (not smart phones). If one would consider the main series the "novels", than these application games would be the "short stories". Twenty-four of them were released in the past for cell phones, and twenty of them had been ported to the Nintendo DS/PlayStation Portable in the past. The final four should've been included in Fukushuu no Rondo of five years ago, but were excluded for some reason. These final four application games are included with Ghost of the Dusk. Each of them lasts for about two hours, and are even more focused on telling a story than the main scenario, but are very entertaining too.


Onihime-Den ("The Legend of the Devil Princess") starts with Jinguuji being hired by the wife of an actor who will star in a film based on the popular book The Legend of the Devil Princess. She suspects her husband is cheating on her, and wants Jinguuji to investigate him. To his surprise though, it appears the actor is cheating on his wife with.... Jinguuji's assistant Youko. Eventually, Jinguuji gets involved in an investigation into the death of an actress who died during an earlier attempt at filming The Legend of the Devil Princess. In Ai ga Yue Ni  ("Because of Love...") Jinguuji is hired by a young boy to protect his mother, who has a small bar in the backstreets of Shinjuku. She is being harrassed by land sharks, as a new building project is planned right in the block where her bar is. The story is very talky and at times it seems like the writer just wanted to vent their own thoughts on what love is, but overall an okay story. The best of the four applicatoin games is Wasurenagusa no Omoi ("The Feelings of the Forget-Me-Not"), which has Jinguuji finally fulfilling a request he was hired to do eight years ago. The story jumps between the present and eight years earlier, when Jinguuji had just started in town as a private detective, and it's great to see how different he was back then. In Yurameku Hitotose ("Wavering Hitotose"), Jinguuji becomes friends with the two young owners of the antique store Hitotose, and just as the right time, as he is also hired to locate a Buddhist statue which was stolen from a monesetery in Thailand, which has found its way to Tokyo. The story is a bit predictable, but entertaining nonetheless. Also a note: various characters from this short story return in Fukushuu no Rondo (which makes it even more strange that Yurameku Hitotose wasn't included with Fukushuu no Rondo).

Ghost of the Dusk also includes one mini scenario where Jinguuji and Youko solve a murder at a school festival, as well as a download code for a special 3DS port of the second Famicom game, Yokohamakou Renzoku Satsujin Jiken ("The Yokohama Harbor Serial Murder Case"). While the port is more-or-less the same as the original, the sprite artwork of the characters has been very slightly adjusted.

It was reported Ghost of the Dusk would get an English localization by the way, which would make it the second Jinguuji Saburou game to come overseas. The first game on the Nintendo DS was released in the United States under the localized title Jake Hunter, but it is unclear whether this new release of Ghost of the Dusk will feature the same localized title (or even all the features included in the original Japanese release).

Tantei Jinguuji Saburou: Ghost of the Dusk was overall though a very entertaining entry in the long-running series. Yes, it is a very lineair experience, with little input asked from the player, but these games have always been more about enjoying the human drama stories, the atmosphere and the music and Ghost of the Dusk does a great job at showing why this series has its fans and why it has lasted for so long in a very volatile industry. Ghost of the Dusk's task was to bring the players a good old Jinguuji Saburou experience, and it did precisely that, but the developers have already hinted they might want introduce more engaging game mechanics in the future, and I do hope they eventually come closer to earlier games like Tomoshibi ga Kienu Ma ni, which I consider the pinnacle of the series.

Original Japanese title(s): 『探偵 神宮寺三郎 Ghost of the Dusk』

Wednesday, March 1, 2017

Lost Shadow

気楽なアプリが画面を埋め尽くして
視界まで遮る 愛しい人の姿あさえ
「2012Spark」(ポルノグラフィティ)

Screens are buried in handy apps
Blocking our sights, even the figures of our loved ones
"2012Spark" (Porno Graffiti)

I have visited Shinjuku in the past, and I know it's a very different place in real life, but I have to admit, I still love the romanticized version of it in fiction like the Ryuu ga Gotoku (Yakuza) games, City Hunter/Angel Heart and the Tantei Jinguuji Saburou games.

In the two months since the first attack, at the start of summer, numerous people have been assaulted in the city of Shinjuku. While all victims managed to survive their attacks, the police still has no idea as to the identity of the assailant is. Because the attacker manages to disappear as fast as they appear, rumors that a ghost is behind these attacks start to spread across Shinjuku. One day, private detective Jinguuji Saburou is visited in his office by Itou Mizuho, a beautiful girl with a strange request: she wants Jinguuji to stop the Ghost of Shinjuku, to protect a friend of hers. Mizuho isn't ready to give Jinguuji all the details yet, and wants to take some time to think it over, but that same night she falls to her death from a building: she had been caught redhanded as the Ghost of Shinjuku herself, looking down at her latest victim, and had fled to the roof and fallen off it, but not before admitting to the police she was indeed the Ghost. Jinguuji however can not believe that Mizuho was really the attacker, and decides to take on her request anyway in Kodaka Kazutaka's Tantei Jinguuji Saburou: Shinjuku no Bourei ("Detective Jinguuji Saburou: The Ghost of Shinjuku", 2006).

The Tantei Jinguuji Saburou series is a long-running video game series which celebrates its thirtieth birthday this year. The first game was one of the first adventure games for the Famicom (NES) to be made for an adult audience, with a hardboiled detective as the protagonist who had his home base in Shinjuku, home of the shadow side of society. I have reviewed most of the games on this blog, by the way. Shinjuku no Bourei is one of the novels based on the series and was written by Kodaka Kazutaka. He is now best known as the creator and writer of the Danganronpa game series, but he used to work as a freelance game scenario writer before he was hired by Spike-Chunsoft and has written the scenarios for several of the mobile phone games of Tantei Jinguuji Saburou. He also wrote two novels based on the games, the one discussed in this post, and 2007's Kagayakashii Mirai.

Shinjuku no Bourei is by far the longest of the original novels based on the games, and the extra length really pays off. I did enjoy Kagayakashii Mirai, but it was definitely a bit hasty, but Shinjuku no Bourei is about twice the length (it's two volumes long) and the result is a story that follows a structure very similar to the mobile phone games, with basically a four act set-up. The story revolves around Jinguuji's investigation in the true nature of Mizuho's request, as well as the identity of the Ghost of Shinjuku, but it doesn't take long for the detective to step on some toes he shouldn't have stepped on, and the case quickly escalates into something much bigger than he had expected. Like in the games, Jinguuji needs to make good use of his friends within both the proper authorities, as well as within the underworld to advance, and like a good old hardboiled detective, he sometimes also needs to use some violence to get himself out of trouble. This story in particular features some new characters (both friendly and less so) whom I'd loved to see in the games. There's not that much of a mystery for the reader, as I think that the plot becomes quite obvious fairly early in the story, but it's seeing how things develop, and how the truth comes out that is interesting here (and what's usually the case in the games).

I also loved that this novel featured more of the extended cast of the games. Kagayashii Mirai focused on Jinguuji, and to a lesser extent his assistant Youko, but we also see police inspector Kumano and yakuza gang leader Imaizumi in this novel, who have always been a major part of the series since early on. It helps make the novel feel like it's really part of the series, having these familiar faces pop up at the right time.
 
While the realistic, hardboiled setting of the Tantei Jinguuji Saburou games is as far as you can get from the psycho-pop puzzle plot courtroom drama mystery that is Danganronpa, it's interesting to see some themes Kodaka used here seemed like a very early version of themes he'd also use in Danganronpa (as well as Detective Conan & Kindaichi Shounen no Jikenbo, which he also wrote). It's not a rehash, but you could see how some themes used in this book eventually evolved into a (minor) element featured in the Danganronpa series. Funny thing is that I had already played Kodaka's Jinguuji Saburou games, Detective Conan & Kindaichi Shounen no Jikenbo and the Danganronpa series by the time I first heard that Kodaka was responsible for all these games. It's the same with TV productions: these are often produced by very large teams, so sometimes you don't notice the scenario writer.

Do I think non-fans of the Tantei Jinguuji Saburou series will also enjoy this book? Well, not really. It's not a bad novel by any means, but while I myself did enjoy the book, this novel doesn't succeed really at conveying the atmosphere of the series. By which I mean: a lot of the atmosphere from the games comes from the visual aspect, as well as the (fantastic) music. And when fans read this book, they'll have a good sense of the 'feeling' this book is going for, as their imagination will provide support. But without that knowledge, without knowing how the Tantei Jinguuji Saburou usually looks and sounds like, I'd say the writing of this novel is a bit too to-the-point to really leave an impression on its own merits. It's not bad, it's just that the prose is a bit too basic.

As a fan of the seris though, I really did enjoy Tantei Jinguuji Saburou: Shinjuku no Bourei. It really feels like a story you'd expect to see in one of the games, and that is usually the one thing novels based on games have to succeed in. The prose is a bit sparse, but the plot is entertaining, featuring some great characters that fit perfectly within the whole world of Tantei Jinguuji Saburou. Recommended material for those who want to see more of the veteran detective outside of the game medium. A new Tantei Jinguuji Saburou game will be released later this year for the Nintendo 3DS to celebrate the franchise's 30th anniversary by the way, and you can definitely expect a review of that game popping up in due time.

Original Japanese title(s): 小高和剛 『探偵神宮寺三郎 新宿の亡霊」(上下)

Sunday, August 16, 2015

Lady in Waiting

星のかがやきよずっと僕らを照らして
失くしたくない少年の日の夢よ・・・
「星のかがやきよ」 (Zard)

Oh starlight, always shine upon us
On the childhood dreams I don't want to lose..
"Oh Starlight" (Zard)

Today a writer of whom I've read almost all his published works without me even realizing it.

A visit from the college student Aya means the end to the lack of clients for private detective Jinguuji Saburou. Aya is looking for her boyfriend who disappeared a couple of weeks ago. The only clue she has is a phone call she got after his disappearance, saying he was alright, but that he was being chased by some dangerous people. Fearing for her boyfriend's safety, but also wanting to protect his plea of not calling in the police, Aya decides to hire Jinguuji to find him. Jinguuji quickly discovers that the boyfriend was caught up in some kind of drugs racket, selling the stuff in secret as an extra to his part-time job in a club. The detective also finds out (the painful way) that a group of foreigners is also hunting for the boyfriend and realizes that he must work fast if he wants to bring the boyfriend back to Aya alive in Kodaka Kazutaka's Tantei Jinguuji Saburou - Kagayakashii Mirai ("Detective Jinguuji Saburou - A Bright Future", 2007).

Tantei Jinguuji Saburou is a long-running videogame series I've written about quite often on this blog. Since the first game in 1987, private detective Jinguuji Saburou has been solving cases mostly around Shinjuku, Tokyo on a myriad of game systems, always accompanied by a pack of cigarettes and jazz music. Kagayakashii Mirai is one of a handful of novels based on the series, originally published in 2007. Writer Kodaka Kazutaka is nowadays mostly known as the scenario writer for the Danganronpa game series, but he was also the scenario writer for the Detective Conan & The Young Kindaichi Case Files DS video game and several of the Tantei Jinguuji Saburou mobile phone games (some of the best, actually). Kayakashii Mirai is Kodaka's second attempt as a novel writer: he had written another Tantei Jinguuji Saburou novel one year earlier. Kodaka is mainly a video game scenario writer, which explains why all of his novels are based on video game series (two Tantei Jinguuji Saburou novels and Danganronpa/Zero).

As a detective novel, Kagayakashii Mirai is nothing special, but it also does nothing really wrong. It is really just what you'd expect from a Tantei Jinguuji Saburou story: a case that starts out simple but is soon revealed to be much more sinister. Like in many of the games, the case is linked with yakuza groups and the foreigners-in-Japan angle is also one occasionally seen in the games. I'd say that this is also what makes and breaks this novel: for the Tantei Jinguuji Saburou fan, it's quite fun to see the familiar settings and the familiar faces in this new and reasonably amusing Tantei Jinguuji Saburou adventure. It feels like a genuine Tantei Jinguuji Saburou story and I can easily imagine how this story would have been as a game. For readers who have not played any of the games and go in this novel without any kind of attachment to the series however, Kagayakashii Mirai is just an okay, maybe even boring mystery novel with little to offer. The original characters of the novel are passable, but little is shown about the recurring characters and that the reader might feel that they miss something. Kagayakashii Mirai does very little to attract new readers.

From a purely mystery plot angle, there is little remarkable about Kagayakashii Mirai. It's focused completely on the hunt for the missing boyfriend and I noticed a bit late that Jinguuji Saburou's presence in the plot is actually not that vital: he finally does something really important at the end, but for most of the investigation, he's actually not even needed as the plot would go the way it goes even without his interference! I was kinda disappointed that the plot was all about the search and there was little detecting or puzzle solving: the Tantei Jinguuji Saburou games that Kodaka wrote often featured puzzle plot mysteries and tropes like locked rooms and I had hoped that Kagayakashii Mirai would also be like that, but alas.

Something that bugged me was the third person narration. The games are always narrated in the first person. Occassionally you get to control someone different from Jinguuji, but it's always in the first person. Kayakashii Mirai however is written in the third person and it just feels wrong. The story also jumps between Jinguuji and the boyfriend, which also feels strange, for this never happens in the games (even if you get to control a different person, it's always someone on the investigating side). Of course, Kagayakashii Mirai is a novel so Kodaka can do differently from the presentation in the games, but still, I wish that he had at least wrote the novel in the first person, for that really adds to the whole Jinguuji Saburou atmosphere.

Overall, I think that Tantei Jinguuji Saburou - Kagayakashii Mirai is an okay Tantei Jinguuji Saburou novel, that for the most part manages to emulate the atmosphere of the games quite well, but I doubt it would really impress people who have never touched the games, nor will it convince them to try the games. But speaking as someone who has played basically all of the games, I can say I thought it was an amusing read.

Original Japanese title(s): 小高和剛 『探偵神宮寺三郎 輝かしいミライ』