Showing posts with label Kamaitachi no Yoru | かまいたちの夜. Show all posts
Showing posts with label Kamaitachi no Yoru | かまいたちの夜. Show all posts

Friday, September 26, 2025

Case for Three Detectives

"The more that you read, the more things you will know."
"I Can Read With My Eyes Shut! 

I know I haven't been keeping up with my video game reviews lately, partially simply because I have found it more difficult to find the time to play games, and when I do finally finish them, I forget about writing the review. So err, Staffer Case review, I'll get to it one day!

And yes, I did also play Toshi Densetsu Kaitai Center, or as it's better known outside of Japan: Urban Myth Dissolution Center. I had of course already played the Wakaidou Makoto games by the same developer in the past and reviewed them here, so I been looking forward to playing Urban Myth Dissolution Center when it was first announced, and I did get it on the release date. Long story short, I loved the game overall, though it's definitely a game that was better in atmosphere and mood than the actual gameplay, which can be very tedious and repetitive. The game has been well received in Japan, with a lot of merchandise being produced, the series seeing a manga adaptation and a novel adaptation and it also won a Japan Game Award earlier this week.

Anyway, I have been really into the game, so I had been looking forward to Toshi Densetsu Kaitai Center - Danpenshuu (2025) or as the cover also says: Urban Myth Dissolution Center - Collection of Fragments, which released last week in Japan. While there is a "straight" novelization of the game events available too, Collection of Fragments is a short story collection by five different authors, each presenting a completely original story. These stories are "fragments" set before, during and after the events of the actual game, so fans of the game who long for more material, should defnitely look into this book. For those who haven't played the game, the basic premise is that there is a shady organization called the Urban Myth Dissolution Center, a kind of detective agency specializing in abnormal occurences that are related to urban legends. The center is led by the enigmatic Meguriya, an absolute nerd for all things urban legend, but also cunning and manipulative in the way he controls his employees. The center has two "field workers": Jasmine, who provides transport and support and recently hired (duped) Azumi, a college student who has a weird ability that allows her to see ghosts of the past, a power that proves useful in solving the cases she and Jasmine investigate under the supervision of Meguriya. One warning however is that this book is best played after playing the game, as it does spoil certain key events and character reveals of the game. Also: you play the game from the perspective of Azumi, but the three stories of the five that focus on the center, are told from the POV of Jasmine, and because of that, certain things you only learn later on in the game, are revealed right away to the reader (as obviously, Jasmine herself would know about herself). So reader, be warned.

The first story, Ten wo Tsunagu Mono ("Those who Connect the Dots") is by Van Madoy, who mentioned on Twitter (what doesn't he mention on Twitter) that he did his best to make sure it was a proper puzzle mystery story. His story is set soon after the first case in the game, and starts when Azumi and Jasmine are asked to investigate a fried chicken restaurant's security footage, which for some reason has been leaked on the internet. The footage is of the owner closing his shop, but after the shop's closed, a mysterious animal-like creature walks by, sparking rumors of genetically modified chickens being used in the shop. As Azumi and Jasmine investigate the rumors and the footage however, they learn there's more behind this case than meets the eye. Of all the five stories in this collection, this is definitely the most orthodox mystery story. Because the story is told from the point of view of Jasmine, the story feels different from the game: important segments in the game where you'd play as Azumi and solve certain mysteries, happen off-screen while Jasmine is relaxing in the company van, and things like that, but overall, the mystery is decently constructed (though a bit obvious) and while the identity of the mysterious creature is a bit silly, it kinda works in this world, considering the theme of these games and the use of the social media aspect of the game in this story is pretty clever.

Shikku suru Bourei ("The Racing Phantom") has Jasmine and Azumi investigate a famous urban legend: the headless motorcycle racer! A video of an influencer has been gaining views lately, as the image of a headless motorcycle racer was spotted in the background, and more witnesses claim to have seen this racer on the mountain roads. Is this headless racer really a ghost, or is it the handiwork of a man? This story by Tsukinami Kira is very faithful to the atmosphere of the game, following the same structure of Azumi and Meguriya first determining what the urban myth is they are dealing with and the subsequential dissolution of the myth, and also includes the social media investigation aspect of the game; while the Madoy story use the social media aspect in a more clever way, the use here feels more like the game. While the trick behind the racer itself is not super surprising, I think as an Urban Myth Dissolution Center story, this one was by far the most succesful at providing "more content like the game." 

Ki no Mori, Tatariishi ("The Forest of Taboos, The Cursed Stone") by Miyamoto Mirei and Hibe Seika's Shinrei Flamenco ("Ghost Flamenco") both focus not on the center trio, but on fan favorite characters, going by all the fanart on social media: in the former story, we see the influencer Kinoko and Yamada Gasmask go on a camp together, while in the latter, we follow a certain tour guide soon after he returns to Japan after living abroad, and his experience with a ghost haunting the place he lives at. The first is barely a mystery story, but the tour guide story is actually a pretty fun, if predictable horror-mystery story that is also genuinely funny. 

Tomariki ni Kyuusoku wo ("To Perch") by Okita Yoshihito is set some months after the climatic finale of the game, so even more spoiler warnings here. The story once again opts to follow Jasmine, who this time is on her own as she's hired to help transport the young child of a high-ranking official to a safe place. The boy however claims he saw a ghost. Jasmine has no powers unlike Azami and Meguriya, so she doesn't feel like she's the right person to be doing this, but the reader soon learns she can certainly hold her own when t comes to investigating seemingly supernatural cases. The case itself is not super exciting, but it proides an adequate explanation to why the boy saw a ghost. While the story is set after the main game, it works perfectly as a bridge to the epilogue of the game, so definitely recommended reading for those who like Jasmine as a character.

Overall, I'd say Collection of Fragments is a pretty fun read... if you're a fan of Urban Myth Dissolution Center. It does the bare minimum to explain the basic setting/characters of the game, but on the other hand, it is not afraid to spoil certain twists of the game early on, so it really knows it audience. This also means the mystery plots are not that complex, as they were not like that in the game either. In that respect, I do think Madoy wrote the most complex one (even if on a scale, it's still fairly simple). The second story is the best Urban Myth Dissolution Center-esque story though, and the one you must read if you long for more of the type of stories you played in the game.

While I am at it, I wanted to very briefly discuss two other game-related stories I read earlier this week: they are so short they don't really warrant their own post, so I might as well talk about them here. The first one is Kamaitachi no Yoru: A Novel (Night of the Sickle Weasles - A Novel", 1995) by Abiko Takemaru. This was a completely original novella included in the Kamaitachi no Yoru Official Fan Book and acts as another "variant" of the basic story of the first and very influential Kamaitachi no Yoru game on the Super Famicom, a game that plays as a Choose-Your-Own-Adventure and which revolves around a murder that happens in a small lodging house that has been snowed in. Abiko was the original writer of the game, and so it's only fitting he wrote this extra scenario, which again revolves around murders happening in the pension Spur. The story is presented as a Guess-the-Culprit scenario, with seperated "problem" and "solution" parts and a Challenge to the Reader, but the story is fairly short and Abiko spends a lot of time focusing on the clues necessary to solve the mystery, making it too obvious what the main trick is about. This scenario was included in certain later ports/remakes of the game (I believe the GameBoy Advance port, as well as the PS Vita remake), but it's not something you're really missing out on if you happen to have a different version that lacks this story. Interestingly, this novel is actually printed "backwards" in the Kamaitachi no Yoru Official Fan Book: if you start from the normal "front" cover, you get all the fan-oriented content like interviews and things like that, if you start from the "back", you simply start reading Kamaitachi no Yoru: A Novel. 

The other story I wanted to discuss is Kitayama Takekuni's Choutantei no Narikata - Halara Nightmare no Baai, or How To Be A Master Detective: A Halara Nightmare Case, which is a short story Kitayama wrote for the enhanced release of the game Rain Code (Rain Code +), with Halara being one of the master detectives who works with game protagonist Yuma as they investigate the curious incidents in the Kanai Ward. This story is set in the past and starts with Halara being transported in a prison van. They infiltrated the prison in search of missing mafia money, but things went wrong, and now Halara's being treated like a real prisoner. An accident later means an escape not only for him, but also for the other inmates who were being transported. It's snowing heavily outside though, so they seek shelter, but when they arrive at a little cabin, they find the murdered body of another fellow inmate who was being transporte. Who is the killer? The story is fairly short, but I think Kitayama did a great job at presenting a story that builds on Halara as presented in the game, but used in a way the game couldn't do. I was actually surprised by how neatly he pulled it off. If you already have vanilla Rain Code, I wouldn't say it's worth upgrading to Rain Code + just for this story, but if you can read it, definitely do!

I didn't really manage to write too deeply about the mystery plots of today's books, but the main theme is the same for all three books: these books are definitely meant for the people who have already played the games they are based on, so don't even consider reading them if you haven't played them. Of these three, I think the Urban Myth Dissolution Center and Rain Code ones do have interesting points about them that make them worth a read, while the Kamaitachi no Yoru story fails to add something substantial or original (and you can actually play it in game form in certain versions of the game anyway).

Original Japanese title(s): 『都市伝説解体センター 断篇集』:円居挽「点を繋ぐ者」/月並きら「疾駆する亡霊」/  宮本深礼「忌の杜、祟り石 」/ 日部星花「幽霊フラメンコ」/ 尾北圭人「泊まり木に休息を」 
我孫子武丸『かまいたちの夜 A Novel』 
北山猛邦『超探偵のなり方 ハララ=ナイトメアの場合』

Sunday, November 8, 2015

Fire Walk With Me

"Imitation is the sincerest form of flattery." (Charles Caleb Colton)

Fan-fiction have always been a part of mystery fiction, I guess. I'm still surprised at the amount of Holmes pastiches released over the (many, many) years and on the blog, I've discussed a number of pastiches and parodies of various series. Of course, the quality of fan-fiction is not always even, with some very good, with some bad, but I do find it interesting that people enjoy certain worlds and characters so much they want to do something with all of that themselves.

I'm going to make an educated guess and say that most fan-fiction is in a literary form, considering it's a lot easier to write a story on (digital) paper, than record an audio drama or shoot a film. I was thus rather pleasantly surprised by the existence of Rengoku - Kamaitachi no Yoru 2 Another ("Purgatory - Night of the Kamaitachi 2 Another"), a fan-made sequel to the first Kamaitachi no Yoru game. In the original game, a group of people were trapped in the ski lodge Spur during a snowstorm, together with a cut-up body and a vicious murderer among them. Rengoku is set exactly one year after the first game. A wedding between two of the survivors of the first game brings the old cast together and after the ceremony, all of them go to the lodge again to continue the celebrations. Happy thoughts soon turn into fiery thoughts however when one of them burns to death in a room. It is unclear whether it was suicide or murder, but if the player doesn't act soon, more and more victims will turn to ashes...


Rengoku - Kamaitachi no Yoru 2 Another is playable on the PC (available here) and was written as a direct sequel to the original Kamaitachi no Yoru by three fans (note that there is also an official sequel, which is quite different from the fangame). Like the original game, Rengoku is a sound novel game: text is projected on a background accompanied by music and soundeffects, and you 'read' the story like you'd read a novel. At set points, you'll have to make choices, which will change the flow of the story (basically a Choose Your Own Adventure). In Rengoku, you'll be trying to deduce the true nature of the death-in-flames, and figure out who is behind the whole event.
  
For a free game, I enjoyed Rengoku more than I had thought I would. It's relatively short, but there are more than ten different endings available, most of them with you dying because you didn't manage to solve the case in time. Like in the original Kamaitachi no Yoru, it's actually possible to solve the crime at different points in the story, which can lead to fewer victims (this concept was dropped in the official sequels). The longer you take to solve the murder (not actual clock-time, but in terms of story developments), the more the story moves into horror-territory, with more victims bursting into flames until everyone disappears in a blaze. So you better make sure you find the truth in time!


Rengoku however is difficult to look at separate from the original Kamaitachi no Yoru: save for one new character, the characters and setting are exactly the same as the first game. Even the music is 'borrowed'. The mystery plot is also rather similar to the original game: okay, in this game everyone burns to a crisp if you're not in time (hence the title Purgatory), while the original games had everyone getting cut and stabbed (for the kamaitachi motif), but the truth behind the first death is actually extremely similar to that of the original game. In that sense, Rengoku is less of a sequel, rather than an alternate version of the original game. In this sense, you could consider Rengoku a rather predictable piece of fan-fiction. Also note that Rengoku contains spoilers for the first game (about the murderer and the trick used), so be sure to play Kamaitachi no Yoru first.

As a short piece of fan-fiction, Rengoku - Kamaitachi no Yoru 2 Another is fairly enjoyable. It definitely plays and reads like a Kamaitachi no Yoru game and for a free game, there's a fair amount of content available. The whole game however is perhaps a bit too similar to the original Kamaitachi no Yoru, including the mystery plot, so it might give you a feeling of déjà vu. But this was certainly not a bad way to pass the time. Rengoku - Kamaitachi no Yoru 2 Another is available for free from this site)

Original Japanese title(s): Varitra、Quiet、キリン 『煉獄 -かまいたちの夜2 another』

Monday, February 25, 2013

Haunted House Hang-Up

 「恋人同士だったわけであるまいし、いい加減、ふっきらなければ。いつでも学生時代の思い出を引きずるなて、女々しすぎる ―われながら、そう思う」
『真かまいたちの夜 11人目の訪問者(サスペクト)』

"It wasn't like we were dating. I have to stop thinking about my student days and get over it like a man, I thought"
"True Night of the Kamaitachi - The Eleventh Suspect"

March will probably be a bit light on review posts, because I'll be moving back to the Netherlands in a few weeks, meaning my reading schedule will suffer a bit. Then again, I haven't been posting in a regular schedule since... quite some time anyway. It wouldn't be much different from previous months, if I were to post four or five reviews in the last week of March, I guess..

Readers of this blog might remember that I absolutely love the Kamaitachi no Yoru ("Night of the Kamaitachi") games. The first game introduced us to the duo of Tooru and Mari, who find themselves trapped with a brutal murderer in a pension cut off from the outside world because of a snowstorm. Tooru and Mari returned also for the second and third game, but with the story of this duo (and the accompanying cast) finished in the third entry, Chunsoft was free to create a new cast and setting for the latest Kamaitachi no Yoru.

Shin Kamaitachi no Yoru 11 Ninme no Suspect ("True Night of the Kamaitachi - The Eleventh Suspect") starts with aspiring young writer Sakamaki Kaito traveling to the prefecture of Iwate to gather information for his newest book. He's booked for a stay at the pension Brownie, which lies somewhere far away in the snowy mountains (of course). At Brownie, Kaito is reunited with Tachibana Kyouka, the girl whom he has been in love with since college and who (secretly) serves as his writing muse (in fact, Kaito only came to Iwate, because Kyouka's parental home is here). Kyouko in return is here in her function as the editor (and aspiring reporter) for a travel magazine. Kaito sees this as a chance to rekindle his friendship with Kyouka, but this wouldn't be a Kamaitachi no Yoru game if something didn't prevent the couple from getting closer: a dead body is found in the bathing area. And disappears. Only to reappear again. With the roads blocked because of the snow and the strange phenomenon of Brownie having eleven guests, even though only ten guests made reservations, a night of fright starts for Kaito and Kyouka.

Kamaitachi no Yoru X3 introduced a complex storyline zapping system, but Shin Kamaitachi no Yoru is in many ways back to the basics. We're back to the simple sound-novel system of having text on the screen (accompanied by backgrounds and silhouettes as the only visuals) and the player is presented with choices at several points, which determine how the story develops. Make the right choices and you unravel the mystery, make the bad choices and you end up dead. Probably. This was done expertly in the first Kamaitachi no Yoru, where it starts out as a 'normal' detective game, but make the wrong deductions and the wrong choices, and everyone starts suspecting each other, usually resulting in splatter-horror. Yet these bad endings don't come out of nowhere and they usually contain small hints that lead you to the real ending.


Which is maybe why I didn't really like Shin Kamaitachi no Yoru. It is the only sound-novel I've played until now where I actually got the real ending in one go. Without seeing one bad end. Normally, you'd be happy with such results, but seeing bad endings is one of the more amusing points of the Kamaitachi no Yoru games. You could make an argument then for me to purposely aiming for bad endings, but that isn't fun either. I want to get fooled, to be tricked into a bad ending. Not trying to die on purpose. This point is also related to how easy this time the story was: I had actually already solved the case before we even found the body (can you call it solving then?), because of the all-too obvious hint that pointed at the murderer. I kept hoping that it wouldn't end up the way I suspected it would, but no such luck.
 
It's of course somewhat of a contradiction, like Takumi Shuu noted: with mysteries, you want to solve the case yourself at one hand, but you want to get baffled by the case too. You want to be able solve it, and also not. It is hard to really solve this conundrum: Takumi Shuu tried to solve it by constantly presenting the player with new, contradicting situations, allowing you to solve, get baffled and solve again. Novels usually only have one solution, giving them only one chance to baffle the reader, which is also the one chance of giving the reader the pleasure of solving case (if they managed it). And I think that Kamaitachi no Yoru coped well with the conundrum by constantly trying to lead you to bad endings (thus baffling / surprising the reader several times), but you do get that triumphant feeling readers also seek when you finally reach that good ending. With Shin Kamaitachi no Yoru, I feel like I missed out on a big part of what makes the series so good.


The things I did like? The original Kamaitachi no Yoru had a slight supernatural tone to it, with people suggesting that 'sickle weasles',  youkai, might have commited the murder. The second game also had this supernatural tone to the story, but the third game got rid of that. This time, we're presented with the legends surrounding good and evil zashiki warashi, which is a really fun theme and actually weaven quite good in the story. Also, I liked the new heroine Kyouka a lot more than old protagonist Mari. Kaito on the other hand is even worse with interacting with his love-interest than old protagonist Tooru, which can be a bit tiring.

Shin Kamaitachi no Yoru is released on both the PlayStation 3 and the PlayStation Vita (I borrowed a Vita), which actually shouldn't really matter for a game that is mostly text. But however Chunsoft felt a need to modernize things. In a bad way. First up is the 3D search mode, that forces players out of the text and has them looking for suspicious spots in a location. This is a first in the series and implemented in quite a bad way (let's ignore the fact that the Vita version is set default at a 3D search mode that uses the gyroscope!): you have no idea what you're supposed to look for and you only get one chance to investigate something. You're just out of luck if you chose to look at the table instead of the chair, even though there is absolutely nothing that would indicate why one item would be more worthy of some attention than the other.


Second problem is the use of voice actors to voice some lines of the characters. The text in Kamaitachi no Yoru is divided in dialogue lines spoken by the characters and the narration, and dialogue lines are often voiced, but not always. Which is really distracting. I'd rather they'd not use voice actors, as I've always felt Kamaitachi no Yoru was closer to a book than to any voiced medium, but if you do choose to use voice actors, voice all lines instead of 70%.

And to make it a real product of its time, Chunsoft also decided that you can download extra content for some extra money. The term DLC (downloadable contents) might not be as familiar to mystery readers as to gamers, but it is ridiculous I'd have to pay extra for scenarios which in previous entries were simply part of the whole package!

Overall a disappointing Kamaitachi no Yoru. This is not the way the series should go, and I hope Chunsoft takes a good look at what they want to do with this series.

Original Japanese title(s): 『真かまいたちの夜 11人目の訪問者(サスペクト)』

Saturday, March 17, 2012

「君をイッツ・ア・スモールワールドに閉じ込めることに決まったよ。はっは!」

底蟲村の しん太郎どん
痛い痛いと 泣いてござる
何が痛いと 蟹コがきけば
悪たれ鼬の ふうのしんに
喉を切られて 話ができぬ
それで痛いと 泣いてござる
びゅうびゅうびゅうの ざんぶらぶん
びゅうびゅうびゅうの ざんぶらぶん
『かまいたちの夜2 監獄島のわらべ唄』

Shintaroudon of Sokomushi Village
Cried: it hurts it hurts
The small crab asked what hurts
The evil weasle Fuu no Shin
Cut my throat and now I cannot spreak
That is why I am crying it hurts
Byuubyuubyuu no Zanburabun
Byuubyuubyuu no Zanburabun
"Night of the Kamaitachi 2 - The Warabe Uta of Prison Island"

So I did keep myself to my restraint of not buying new Japanese novels this month. But games? Games are something totally different! Even if it is a Japanese sound novel. Yes, that was the closest thing I could find to a novel that was not an actual novel.

I've already made clear that I absolutely loved Kamaitachi no Yoru, a mystery sound novel penned by Abiko Takemaru. The basic scenario, a locked room murder in the ski-lodge Spur (no idea whether I'm spelling that right) in a snow storm, was not particularly original, but the fact that the story developed according to the player's choices, the fact that the story featured multiple endings was really fun. If you were good, you could actually prevent more murders from happening in Spur, while the story would end in a paranoia horror-ending if the player was unable to solve the case as time progressed. It was definitely one of the best games I played last year.

So it shouldn't come as a surpise if I tell you that I had set my eyes on playing Kamaitachi no Yoru 2 - Kangokujima no Warabe Uta ("Night of the Kamaitachi 2 - The Warabe Uta of Prison Island"). The story starts by telling you that within the world of Kamaitachi no Yoru 2, the first Kamaitachi no Yoru was a hit videogame. The characters from the first game were based on actual guests that visited the ski-lodge Spur one night and apparently, some of the dialogue from the game was also based on dialogues the guests had then. There was of course no locked room murder that night though; that was all made-up by Abiko Takemaru, the writer of the game. Abiko has made a small fortune with the game and has bought an old unhabitated island, Moon Crescent Island (and the Moon Crescent Mansion on it) with the profits. He has now invited all of the guests that were present that night at Spur to his mansion as a thanks for having used their names for his story. The strange thing though.... Abiko Takemaru wasn't one of the guests at Spur that night, so how could he have based his story on the guests and events of that night?

When all of his guests (almost all of the cast of the first game and some persons involved with the production of a planned sequel to the game) have arrived at the island, they are told by the old servant Kiyo that Abiko Takemaru himself has not arrived at the island yet. They are also told about the origins of Moon Crescent Island: it used to be called Prison Island, property of the wealthy Kishizaru clan (which made a fortune with spinning factories during the Japanese industrial revolution). The Moon Crescent Mansion was actually a prison built to keep their workers under control, which explains the curious architecture of the building, like the fact that practically no rooms have windows. Genre-savvy people among the cast naturally understand that bad things are going to happen here and they decide to leave the island, but they are told that that is impossible. That night happens to be 'the Night of the Kamaitachi", which refers to a tremendously heavy storm that rages over the island once every 50 years. This is related to a belief that the island is haunted by the Sickle Weasle demon Fuu no Shin, who also appears in a local warabe uta ('nursery rhyme'-esque songs). Our cast is not able to leave the island that night and the mansion even gets locked up completely to prevent rain and wind from coming in. And then, in the early hours of the following day, a loud scream travels through the mansion. When they find out where the scream originated from, they find game producer Shintarou with his throat cut open in a locked room. Just like the first verse of the warebe uta. There are five verses.


The game-system is still the same, so I refer to my review of Kamaitachi no Yoru for more details on that. Short story: this is a novel (accompanied by background pictures and music), where you occasionally have to make choices (which may lead to bad endings etc.). It is up to the player to pick out the right choices to get to the good ending. Technically and contents-wise, this is a more=better version of Kamaitachi no Yoru. The first game was released on the Super Famicom (and later on the PlayStation), while the second game was released for the PlayStation 2 (and PSP), so graphically, there is quite a change, most prominently visible in the use of actually CG models for the characters and sporadic use of cut-scenes. I have to admit that this took a bit away from the creepy ambiance of the original game though, as the notion of motion, of characters and the camera actually moving, adds a sense of life, of safety to the game (which is not really needed for detective). The more=better philosophy is also carried over to the amount of unique ending sequences in this game, which number over a hundred! I've seen three: the good ending and two radically different bad endings (one with the protagonist Tooru getting a seizure because his love-interest Mari found someone else...).


I actually haven't completed the game yet, but I did finish the Warabe Uta Hen ("Warabe Uta Chapter"), the main story/mystery of the game (the game features several scenarios, some are humorous takes on the main story, some go towards science-fiction, etc.). With murders following a nursery rhyme pattern on an island formally called Prison Island, it is obvious that this is a reference to Yokomizo Seishi's Gokumontou. The mystery of whodunnit is not very hard to solve if you are genre-savvy, as Abiko mostly reuses familar patterns and tropes in this story (though it definitely helps if you have played the first game). Which might sound a bit disappointing, but the trick used for the first murder, a locked room murder, is really good and also fantastically hinted at. It is definitely the highlight of the whole story and even though it is still early in the year, I think this will rank among the best I will read this year. The overall atmosphere of the first game was better (though it is still good here), but this trick really makes it hard to decide which story was better.


The setting of Moon Crescent Island and the Moon Crescent Mansion is also fantastic. The mansion is definitely presented as expected from a yakata-mono (mansion-story), which both creepy descriptions and background pictures presenting a claustrophobic image of the former prison. The mansion is really terrifying, with swords sticking out of ponds preventing prisoners from jumping out of the windows and sickles hanging from the roofs to ward of the evil weasle demon. This is a location you will remember even long after clearing this game. Especially if you try out the other scenarios: I've just finished the Sokomushi Village Chapter, which is a horror science-fiction take on the main story, but IT IS CREEPY. The island is creeheepy~

I am not sure whether I should be disappointed or glad I arrived at the solution relatively fast. Yes, that means my deductions were right, but there were a couple of places I definitely screwed up, but I wasn't punished for that (game-wise). It seems like that the first Kamaitachi no Yoru was harder, with more difficult choices to make with fewer retry options. In this game, you could retry some of the (finger-pointing) segments and they even presented the major clues in a systematic way near the end of the story, making it a lot easier to solve the case.You couldn't even prevent murders from happening like in the first game, which makes this a much more linear experience.

Overall, the main storyline of Kamaitachi no Yoru 2 is awesome though. It's a great closed circle detective featuring a great locked room murder trick and it's interactive too! And now to play the other scenarios and to find the remaining 100 ending scenes...

Original Japanese title(s): 『かまいたちの夜2 監獄島のわらべ唄』

Thursday, March 1, 2012

The Adventure of the Sinister Scenario

"THIS ROOM IS AN ILLUSION AND IS A TRAP DEVISUT BY SATAN. GO AHEAD DAUNTLESSLY! MAKE RAPID PROGRES!"
"Ghost'n Goblins"

Man, Super Ghouls'n Ghosts is difficult. Really difficult. Like, really really difficult. When I first saw Game Center CX's Arino struggle with the franchise, I thought that it was mainly because Arino isn't good with these sort of games, but that was not the case. It's like every enemy spawning point and every enviromental hazard is placed just so you will jump into it. Which either means you lose your armor, or your life (only two hitpoints in the game). And when you finally beat it, they tell you you have to go through the game twice to get to the real final boss! But I finally cleared the game! After a week of relentlessly replaying every level until I knew where every thing was located (and even then it's really difficult, looking at you stage 7 bosses). I probably died more often in one single level in this game than I usually do in a complete game.

But, now for something completely different. Another short shorts (short pieces on unrelated topics), because, well I have nothing I want to write extensively about. I did just realize a major flow with short shorts: there is a big chance that the things I don't want to extensively about are in fact things I don't like that much. Meaning that there is a quite a chance that the overall tone of a short shorts post can become very negative. This time: three adaptations: Moujuu tai Issunboushi, the TV special of Kamaitachi no Yoru and the first episodes of the anime Gosick. And a bit of Kindaichi Shounen.

A while back i read Edogawa Rampo's Issunboushi ("The Dwarf") and the next day I watched Moujuu tai Issunboushi ("Blind Beast vs. Dwarf"), a 2001 film by Ishii Teruo. Like the title suggests, this movie combines the plot of Rampo's Issunboushi with another of Rampo's famous novelettes, Moujuu ("Blind Beast"). These two stories originally had nothing to do with each other except for some repeated themes: both stories deal with a pyshically challenged person committing crimes (involving cutting up people and spreading the parts all across town) . And to make it even more confusing, there is also a bit based on Rampo's Odoru Issunboushi ("The Dancing Dwarf"), but this was originally an unrelated story about a different dwarf. The 1969 film of Moujuu made an impression on me, and I liked Issunboushi, so I was quite interested in this movie. For more details on the stories, I refer to their respective reviews.

I can tell you that this movie is not worth a view though. Where to start, where to start? I know it was filmed on a budget and Ishii manages to sneak in one or two nicely done shots, but the film is overall very bland, which is strengthened by the fuzzy visuals (as it was filmed on video tape and not on film). Despite the 'versus' in the title, the two 'monsters' don't actually confront each other, they only fight for screentime. The two stories develop on their own terms in the movie, with only the private detective Akechi being the only link (as he is investigating both crimes). The Moujuu-based part is inferior to the 1969 film, while the Issunboushi part is only interesting because of Rampo's original story, the audiovisual add next to nothing to it. This is certainly not a way to make an adaptation

And the same can be said of Kamaitachi no Yoru ("Night of the Kamaitachi"). This was a two-hour TV special made to promote the release of the videogame Kamaitachi no Yoru 2. I loved the first videogame and the description of the special really piqued my interest. In the original game, a guest is murdered in a ski pension and the survivors aren't able to get help because of a snowstorm. And unless the player solves the murder, more and more people will get killed. In the TV special, a group of fans (who happen to have the same names like the characters) of the videogame Kamaitachi no Yoru gather in a little pension and one of them gets murdered. The survivors aren't able to get help because of a storm. More and more people get killed. Yes, this is meta-fiction. Which actually works well for Kamaitachi no Yoru, as even within the original game itself there are alternate scenarios of the story that delve into meta-realms.


This TV special did manage to recreate the disturbing, suspenseful atmosphere of the original game (as the story continues, everyone gets a bit hysterical) and the meta-humour works quite well actually, but the second half (well, the denouement) is such an unbelievable mess... The fact that the first half was so entertaining made the second half feel even worse. It poses to be an actual, orthodox mystery (like the main storyline of the original game), but ends up with a supernatural explanation for things. Which makes no sense at all (which is pointed out in the special itself (!), but handwaved way). Even as an alternate scenario, this story would rank as the worst. As a promotion for the second game, this is really weird (though it does incorporates elements of Kamaitachi no Yoru 2), as the main storylines of these games are really orthodox detectives. And not supernatural horror stories.

I also finally cleared all scenarios in Kamaitachi no Yoru. There are some great little hidden stories there (not all mystery stories though) and I really should pick up the second game someday. But a fantastic game. I actually like Kamaitachi no Yoru a lot more than the widely praised 999 - Nine Hours Nine Persons Nine Doors, as there is a lot more to do in Kamaitachi. And it's better written, and more interesting and funnier and...

Gosick, written by Sakuraba Kazuki, is one of the few mystery light novels that is also available in English, but for some reason I never got around to it. And then an anime was made of it last year. And for some reason I never got around to it. Which was partly because of the premise. I have watched anime since I was a child, but I. Just. Can't. Get. Into. This. Moe. Stuff. It is really hard for me. With NisiOisiN's Zaregoto series, there's at least fantastic writing (and you are not constantly confronted with moe characters), but the cute little doll-like super-detective Victorique who acts so tsundere with transfer student Kujou? I had doubts about the series ever since I heard about it. The setting, Interbellum Europe, was interesting though and as there are few mystery series with nice visuals (no, I still haven't watched Another) and I had nothing better to do, I finally tried the first three episodes of Gosick, which were based on the first novel of series.


I think I have to give up on this series. The whole Kujou/Victorique angle is hard to handle anyway (so Kujou only wants to protect Victorique... because she is a girl and therefore needs protection? From him... because he is a Japanese man? Ha?!), but if combined with a predictable, boring plot... The story starts with a locked room murder (with the most obvious solution being the right solution) and then a series of murders on a ghost ship, but we've all seen the tricks and stuff in other series before and done much better too. There is absolutely nothing to the plot of these three episodes to surprise you. I suspect that this is not solely a problem of the original story, but I also think that the director of this series isn't used to doing a proper orthodox detective series. Anyway, there was absolutely nothing appealing to me in these three episodes, something I really regret as there are just too few orthodox mystery anime series.

Though the two kings are still doing good. This week brought us news that there will be a new Conan live action special this special (with the same crew as the TV drama series), starring Shinichi and Hattori. On the Kindaichi Shounen side of things, it was announced that Kindaichi Shounen will back to a fixed seralization schedule from March on! Since the restart, the series has been serialized unregularly, with one or two story (10~15 chapters) a year, but from now on it will run regularly again (weekly/monthly?). It's been twelve years since the ending of Kindaichi's serialization, so something to be happy about!

A while back I read Kindaichi Shounen no Suiri Miss ("Young Kindaichi's Deduction Misses"), a little book compiled by the Setagaya Trick Research Club. Like the title suggests, this book looks at the Kindaichi Shounen no Jikenbo series, going over the deductions made by Kindaichi and other utterances made by characters in the stories to see if they are logically correct. Yes, this is a book by fans for fans. Kindaichi Shounen no Suiri Miss collects a great number of short essays, concerning the first 10 volumes of the manga, which means it ends somewhere around the Foreigner Hotel Murder Case (with the Santa and the red chamber). Sounds neat, right? I am actually pretty bad at these kind of logical exercises, but that makes it all the more interesting to see what other people make of it.

Too bad that few of the essays actually concern 'deduction misses young Kindaichi' makes. Most of the essays concern plotholes... on a plotting-level (that is writer Kanari Yozaburou's department) and not on a logical-deductive level (like the title suggests). And I could live with that if not for the fact that about 80% of all these essays concern plotholes that aren't really plotholes and actually a great many of them end on a tone of: 'well, I guess it can be logically handwaved away if you say this or that'. The irony being that it is being handwaved like that in the story (thus negating points raised in the essay to moot) and most of the 'plotholes' aren't even really relevant to the mystery. Which, you would think, be the focal point of such an excersive.

Maybe I should start looking for new reading material....

Original Japanese title(s): 戸川乱歩(原) 『盲獣対一寸法師』 / 『かまいたちの夜』 / 桜庭 一樹 (原)『GOSICK』 / 世田谷トリック研究会 『金田一少年の推理ミス』

Tuesday, August 30, 2011

「えぇ、俺まだ分かってへんで!」

ぼく達は
A) 一旦部屋に戻って着替えると、玄関脇の談話室で落ち合った。
B) 一旦部屋に戻って着替えて、夕食までどちらかの部屋で話でもしようということになった。

『かまいたちの夜』
有野: いや、でもちょっと、いろんな人がおるところにいって、ぼく結構社交的な面あるんですよって真理にみせる方がいいと思う。ちょっと『ときメモ』風の考えですけど
『ゲームセンターCX』 #113

We...
A) went to back to our rooms to change our clothes and met at the lounge next to the entrance.
B) decided to go back to our rooms to change our clothes and talk in one of our rooms until dinner
("The Night of the Kamaitachi")

Arino: Wait, but, I think it's better to go to a place with all kinds of people, to show to Mari that I'm pretty sociable.  That's kinda more like TokiMemo though...
(Game Center CX #113)

It's funny if you think about it, but the only Choose Your Own Adventure books I have are of Super Mario Bros. Why would I need a gamebook of a game?  I had fun with them though, reading the stories, collecting items and going through all the possible endings. So it's not strange I enjoy Chunsoft's sound novels. 'Cause they are basically CYOA-esque games: interactive fiction accompanied by images and audio where you advance in the story by making choices, with as goal finding the best ending. These sound novels are usually a lot more complex than your average CYOA book though, with countless of multiple choice decision points that affect the way the storyline will develop. Especially Chunsoft's 428 ~ Fuusa sareta Shibuya de ("428 ~In a Sealed Shibuya") is amazing, with five seperate storylines that intersect at certain points, with the decisions made in one storyline affecting the other storylines.

Kamaitachi no Yoru ("Night of the Kamaitachi") is one of the more famous sound novels (maybe the most famous?) and the second sound novel Chunsoft made.  It was a big hit when it first hit the Super Famicom and has been ported to other systems like the PlaySation and GameBoy Advance. And the series is still going strong apparently, with even a new entry announced for the PlaySation Vita. At any rate, Kamaitachi no Yoru is considered a pretty important title in the Japanese game world.

And the fact that I discuss the game here pretty much gives it away, but Kamaitachi no Yoru is basically nothing more or less than an orthodox mystery sound novel.  The scenario was penned by Abiko Takemaru, a mystery writer who seems to have a very close connection with Chunsoft (he also contributed to 428 ~ Fuusa sareta Shibuya de and Trick X Logic). The story is a pretty basic one: protagonists Tooru and his sorta girlfriend Mari are on vacation, staying at the ski pension of Mari's uncle. One night, during a snow storm, one of the guests, or to be exact, many pieces of one of the guests are found in his room. A murder! In a secluded ski lodge in a snow storm? Who would have expected that?! But the more important question is: Who did this? Someone from outside? Or one of the people in the pension? Or are the titular kamaitachi to blame?


As this is still considered a game, it is expected that the player solves the mystery himself (taking up the role of Tooru). And it's here where the sound novel feels superior to 'normal' books. As you control Tooru, you get to choose what actions to take. Do you suspect someone in the pension? Do you make your suspicions clear to the other people, or  do you wait until you can get some more information? At certain points in the story you are offered the choice what to do next and this has influence on the rest of the story.

Although the basic premise (people locked up in a snow lodge with a murderer) seems pretty standard and not particularly exciting, it's fun to see how the story changes by the little choices people make.There are literally dozens of decision points in the story and more importantly: one choice can completely change the story. With every decision point, the story changes a little, making it possible to play through the game dozens of times and still experience a totally different story everytime. In fact, there is a flow-chart included in the game to show what choices you have made and how your story is developing.


And it's really needed, as there are many, many endings. One time, my story ended with the death of everyone in the pension (including myself!) except for the killer. Which is not a good ending. In another ending, I ended up outside the pension before any murders happened, only to come back to find everyone killed.Which isn't a good ending either. In another, more light-hearted ending, I ended up as the director of a small firm, apparently having left the ski pension before the murders happened.

In one of my better endings, I did solve the murders (plural), but it was also possible to solve the case earlier in the story, resulting in fewer casualties. So the reader/player has direct influence on the developments in the story. With the changes in the story, the tone of the story also changes in the latter half of the game: the more murders happen. the more the story changes into a horror-flick, with everyone afraid of an unknown assaillant.


It might sound boring having to wade through a load of endings in search of the true ending, but it's actually really fun. Bad endings are just as amusing as the good endings, so coming across a bad ending doesn't really feel bad: it's just another variation on the same basic story. And while you might know the basic story, the changes that lead up to the various endings do prevent the story from becoming boring. In fact, even the bad endings contain little clues to the real murderer, so bad endings really aren't that bad.

As a mystery game, Kamaitachi no Yoru is awesome and the plot penned Abiko Takemaru (including the variation endings) is pretty interesting, even if it's a bit standard. The 'true' ending is not too difficult to deduce for a more experienced reader of the genre (making use of some rather 'standard' tropes), but the whole concept of mystery novel in such a form is really neat. Sound novels combine the ease of a written story with the interactivity found in games (as well as being more attractive audiovisually) in a very effective way IMHO.

And yes, this probably works best in a videogame setting. While I wouldn't mind CYOA mystery novels, the complexity of such a plot is best done in a videogame. I mean, without the big flow-charts to show every decision point and the way the story nodes are connected and instant jump-functions, Kamaitachi no Yoru (and other sound novels) would probably be less appealing

Original Japanese title(s): 『かまいたちの夜』