Showing posts with label Kaneko Mitsue | 金子みつえ. Show all posts
Showing posts with label Kaneko Mitsue | 金子みつえ. Show all posts

Saturday, August 21, 2021

Wrong Side of the Law

ぎゅっと握りしめたはずの手が
ほどけてしまうよくあることね
「最後の離島」(Garnet Crow)
 
You know how it often happens that
the hand you've been holding tightly suddenly lets go
"The Last Island" (Garnet Crow)

Perhaps I should write something about the Tantei Kibukawa Ryousuke Jikendan ("Detective Kibukawa Ryousuke's Case Stories") series again soon, as G-Mode has been releasing the ports of these feature phone games at an amazing pace, and there have been interesting entries since...

Much of Lisa Greene's childhood had spent on Renas, birth home of her mother and one of the islands of the British Dymel Isles located in the Atlantic Ocean. But a freak storm destroyed Renas 8 years ago, and afterwards, Lisa's mother had a divorce and moved to London with her daughter. But after the sudden death of her mother, Lisa is called back by her father living on Dymel. It's only upon her arrival upon the main island of Dymel that she learns that her father isn't just a businessman like she always thought: Hudley is the boss of Vessel, one of the four crime syndicates that control the Dymel Isles. Vessel, Cuttlass, Diadem and the Lobo Cartel all control different islands of the Dymel Isles, but they have an understanding to not stir up any trouble on the main island, where the headquarters of all four groups are located. Lisa also meets the three other mafia bosses, who all seem quite nice on a personal level, and it's also clear the organizations aren't intending to start a war any time soon. Lisa hopes to learn more of her father, but the day after her arrival, the body of her father is found washed up on the beach of the main island. The man drowned to death, but it's clear his death wasn't natural, as many clues indicate that Hudley had been met someone in secret last night and that he disappeared after that. Lisa however soon realizes the case won't be investigated thoroughly and upon the advice of Louis, the bodyguard assigned to her by her father, Lisa, as the only daughter of Hudley, decides to claim the position of the new boss of Vessel herself, reinvoking an old agreement between the four crime syndicates to ask for their assistance in the investigation. Ryan of Cutlass, Clyde of Diadem and Daryll of the Lobo Cartel agree and with their permission, Lisa starts digging into the death of her father, and slowly uncovers that there's something big hiding behind the murder in the 2021 videogame Shoujo Shuryou no Suiri Ryouiki - Ougonjima no Mitsuyaku ("The Deduction Territory of The Girl Boss - The Secret Promise of the Golden Island"), available on iOS/Android/Steam/Switch and PS4.


Last year, I reviewed Gothic Murder, a mystery adventure game created by Orange, a small developer that has worked on several of the more recent small entries in the Tantei Jinguuji Saburou series like Ghost of the Dusk, Prism of Eyes and New Order: Giwaku no Ace, but Gothic Murder was their first own original IP. It was not a groundbreaking product, but as a reasonably priced game, I enjoyed the short experience it offered, as well as the whole atmosphere of the game, with an amusing mystery story with even a few surprising twists, even if the whole thing could've been fleshed out a bit more. Shoujo Shuryou no Suiri Ryouiki is a game that follows the same format mostly: it's a short and simple mystery adventure, with lite otome (story-driven videogames targeted towards women that usually focus on a protagonist developing a romantic relationship with one of the eligible characters) elements: while Lisa is investigating the death on her father, you'll also interact with Louis and the bosses of the other crime syndicates for some (extremely) light romantic moments. The focus remains on the mystery plot however and the otome elements are mostly reflected in some minor alternative endings you can find. Gameplay-wise, Shoujo Shuryou no Suiri Ryouiki is exactly what you'd expect from a simple mystery adventure game and does exactly the same as Gothic Murder, offering a mix of traditional adventure games, with segments where you solve inventory puzzles and have to confront people with the correct evidence, and novel videogames, with the occasional story-changing choices that either proceed the story or lead to a Bad Ending. No surprises there, and it's not like the game ever does something original with this format, but it's functional. 


As a mystery story though, Shoujo Shuryou no Suiri Ryouiki brings more variety than Gothic Murder, which is apparent right after you complete the first chapter. Whereas in Gothic Murder, you were investigating a different planned murder in each chapter and tried to prevent the plot from being executed, this time, Lisa is confronted with different kind of mysteries each time. In one chapter, you're just trying to figure out who the traitor is within Vessel, while in another chapter Lisa gets involved in a shady deal that might lead to an all-out gang war. While you'll seldom be truly surprised by the truth, the way the stories are written make for competently plotted, engaging mysteries (Mitsue Kaneko is a pretty solid writer in that regard) and because this time, each chapter can offer a completely different kind of mystery, there are even some surprising moments where clues are offered in ways you wouldn't expect right way because previous chapters did the clewing in different manners. From a semi-impossible murder in the vaults of a bank to the disappearance of a stash of smuggled weapons and more, a lot is happening on the island while Lisa's investigating the death of her father, and it's pretty funny to play Lisa, as she's now the boss of a crime syndicate and a lot of the help she gets during her investigation, is actually quite illegal. Each chapter ends with a confrontation with "a culprit" where you have to corner them with evidence and each episode will bring you closer to the truth behind Lisa's father's death, but the individual chapters are always about a different core mystery not immediately connected to Hudley's death, and that really helps sell the setting and story of this game. It's almost a shame this game is ultimately conceived as a small-scale game, because the concept of a group of islands ruled by different crime syndicates could have been fleshed out even more, as some of the chapters in this game do show the potential this setting holds.It's a shame we don't see any of the other Dymel Isles, or more of the different syndicate members, as there's definitely ideas here that could have formed the basis for something more substantial.

While the game isn't lengthy by any means (you'll be through this well within 10 hours), there are surprisingly quite some tracks that are memorable. At first, I thought that this was once again a soundtrack by Hamada Seiichi (AKA Haseda "ACE" Daichi), the composer of the Tantei Jinguuji Saburou series who also did Gothic Murder, but it was someone else (SAKUMAMATATA) this time. I have to admit I was surprised by the quality of the character designs and the music in general, which was another reason why I thought it was a shame this wasn't planned to be a game of a slightly bigger scope. You do really notice that this game was designed also for a smartphone audience like Gothic Murder, trying to be fairly concise and ultimately offering the player a very streamlined experience (whenever the game shows the map to allow you to choose the next location to go to.... you're basically only allowed the select the intended location). Orange has worked on slightly bigger tales for Tantei Jinguuji Saburou, so I'd like them doing that with an original IP.

While Shoujo Shuryou no Suiri Ryouiki is far from a ground-breaking game, the short play-time and okay plotting make it a perfect palate cleanser between bigger games. Like Gothic Murder, it's a game that could easily have been worked out into something larger with more depth, but as it is now, it's an okay adventure game that provides just the amount of mystery amusement you'd expect from the price range. The plots are varied and while not difficult, competently written and I'm definitely interested in more games by Orange of this scale and quality.

And while I'm writing this anyway, I might as well briefly discuss MAKOTO WAKAIDO's Case Files 3 "Phantom's Foot" here too, right? The first MAKOTO WAKAIDO's Case Files was a free and short, but entertaining mystery adventure game released on iOS/Android, with a distinct retro, GameBoy-esque visual style. To my surprise, a second entry in the series was released only a few months later. So earlier this week, I just decided to check the page of the developer, and lo, a third entry had indeed been released two months ago! While these games are pretty short, it's still a pretty fast pace, but hey, I get to enjoy a short game, so I'm not complaining! MAKOTO WAKAIDO's Case Files 3 "Phantom's Foot" starts with our protagonist being summoned by a local police detective. Some time earlier, Wakaidou had managed to nab the boss of a human trafficking gang, but the man was released. But since his relesae, three of the top men in the organization have been killed and it's obvious something big is going on in the gang. Wakaidou is asked to assist in the case because of his knowledge on the gang and the boss, and is asked to come along to the crime scene of the fourth and latest victim. Wakaidou is investigating the crime scene in the harbor, when he spots a suspicious figure, whom he follows inside a warehouse, but he's knocked out. When he wakes up, he finds himself holding a bloody knife in his hands, standing next to a dead body. He can't quite recall what happened, but when the police find him next to the corpse, assuming he is the murderer, he panics and runs away. Now he has to find out what has happened and who the real killer is.


In terms of format, this game is exactly the same as the previous one, so you might as well read that review for the details. Once again, you'll just be interviewing people and collecting a specified number of clues in each chapter, and at the Inference sections at the end of each chapter you'll be asked a few questions to check whether you have been paying attention (and while the app is free, it still has that funny income model where you only forced to watch ads if you get the Inference questions wrong). This third entry still retains the odd and cumbersome mechanic of having to "set" a testimony or piece of evidence before you start a conversation with a witness to hear if they have anything to say about it, which can be a bit irritating. The second game did help streamline it a bit with a minor, but helpful QOL update, but this third entry follows the second game's format to the tee.

As a short mystery story about an hour long,  MAKOTO WAKAIDO's Case Files 3 "Phantom's Foot" is pretty entertaining though! We have a completely different type of story this time, with Wakaidou suffering from amnesia and on the run from the police while he's investigating the murders on the gang members. While I have to admit that I'm a bit disappointed that this third entry is clearly smaller in scope than the second game (which had a lot more characters/locales), the mystery tale presented is done fairly well. I'd even say that this particular story works better in game format rather than as a prose story, with some neat visual concepts going on that wouldn't work as well in a novel. The twist about the murderer and how it was all done might not be very difficult to guess, but I can't really complain: MAKOTO WAKAIDO's Case Files 3 "Phantom's Foot" may be a game with a limited scope, but it tells a capably plotted mystery story within that scope, and also tells a story that benefits from it being a game. So definitely worth a try, though I'd advise you to first play the previous ones too.

Anyway, both Shoujo Shuryou no Suiri Ryouiki - Ougonjima no Mitsuyaku and MAKOTO WAKAIDO's Case Files 3 "Phantom's Foot" are relatively short games, but I enjoyed my brief time with them. Sometimes you just want to have something simple, but capably executed, and both these games provide just that. If you enjoyed Gothic Murder or the previous MAKOTO WAKAIDO's Case Files you already know what you can expect, but if not, I can say that while these games are not mind-blowing, they're still entertaining enough for a few hours, so perfect for between other bigger games.

Original Japanese title(s): 『少女首領の推理領域 -黄金島の密約-』, 『和階堂真の事件簿-影法師の足』

Saturday, March 14, 2020

The Case of the Perfect Maid

運命のルーレット廻して
アレコレ深く考えるのは mystery 
「運命のルーレット廻して」(Zard)

Turn the roulette of fate
It's a mystery thinking deeply about this or that
"Turn the Roulette of Fate" (Zard)

When I reviewed Return of the Obra Dinn last year, I mentioned the hardware obstacle when playing mystery videogames: obviously, you need to have access to a piece of gaming hardware that can actually play the game, and depending on where the game was produced and when, it may be very difficult to play certain mystery videogames, whereas with books, it's usually only a question of getting the book in question, even if it's rare/expensive. But sometimes, it's not just about whether you have compatible hardware or not. Sometimes, you simply prefer to play a certain title on hardware X rather than on hardware Y, even if the game's not actually released on X.

That was the case for me with Gothic Murder - Unmei wo Kaeru Adventure ("Gothic Murder - A Fate-Changing Adventure"), a game which was originally released in 2019 for iOS and Android. The title caught my attention because it was developed by Orange, a small developer specializing in adventure games and strongly involved with my beloved Tantei Jinguuji Saburou series: Orange had been responsible for the more recent entries like Ghost of the Dusk, Prism of Eyes and New Order: Giwaku no Ace (on a sidenote: Orange's also the developer behind the Detective Conan match 3 game Detective Conan: Banjou no Crosschain). Given that Gothic Murder was an original IP of Orange itself (not the case with the Jinguuji games), I was really interested to see what kind of mystery adventure game it would be, but I am also not a very big fan of playing story-based videogames on my phone, so I had been wavering about whether I should get it or not for some while now. And then last week they announced they'd release the game on Switch in March 2020, and everything was solved for me. I love it when a plan comes together.

Gothic Murder is set in Great Britain in the year of 1920. Elly, who lost her father in the war and soon after her mother too, has been hired as the new maid to serve in Count Lokiford's household. The previous head of the family has recently passed away, and now his son Irwing, the new count, is set to inherit the estate and the family fortune. Oddly enough, Irwing's father didn't leave a will, but had arranged for a spirit medium to come. Other family members and guests have been invited too to the seance, where the spirit medium is to ask the spirit of Irwing's father directly about who will inherit how much. It's a busy first day for Elly, but when Elly first meets her new master, she's shocked to learn that Irwing looks exactly like the dead man she saw in her dreams last night. Elly had similar dreams before her parents died, so now she fears that Irwing is going to die very soon too. And the problem is that Irwing didn't die a natural death in her dreams. Being on her guard, she indeed manages to foil one attempt on her master's life, but the following day she has another dream of Irwing being killed. Who is the lurking murderer who keeps making attempts on Elly's master?


Huh. I'm still not exactly sure how I feel about this game, even as I'm writing this. In a way, it's exactly what I had expected from Orange based on their other games. Gothic Murder is very small in scale, rather easy and practically never truly surprising. Yet, I have to admit I had fun playing the game, even if it was very short. Gameplay-wise, Gothic Murder is hardly epoch-making, being a mix of traditional adventure games (with segments where you solve inventory puzzles and have to confront people with evidence) and novel videogames (with story-changing choices that either proceed the story or lead to a Bad Ending). The whole experience is very streamlined and never difficult, but I did enjoy playing Elly while solving minor puzzles here and unmasking murderers there. But in terms of gameplay, expect a very sober experience with few challenges. By the time you have gathered all the information and evidence needed, you should know exactly what was planned and how to prove it. So challenging, this game is not. I guess this is what would be called a funiki gee (lit: "atmospheric game"), which I described in another videogame review as:

In Japan, the term funiki gee (lit: "atmospheric game") is used to describe games that may not be impressive from a gameplay point of view per se, but which present the player with a unique, enjoyable atmosphere that manages to pull in the player. Usually, it's a mixture of the art, the music and the underlying world that helps create this ambiance, providing a whole package that is at least enjoyable due to how the game feels despite minor or more major flaws regarding how the game actually plays.

 
The game is divided in several chapters, and each chapter starts with Elly dreaming of Irwing's death. From there she starts poking around, gathering evidence and talking with the guests and other servants in the house, until she manages to prevent Irwing's death that day, and then you proceed to the next day. Obviously, the repeated attempts on Irwing's life do raise suspicions even with him and as the story progresses, so you not only 'solve' the daily murder, but also learn more about the background of the Lokiford family as the story progresses, slowly building to the finale. And yes, I think there's a pretty interesting story to be found here with fun characters. I was actually surprised the cast was so large for a game that seemed so limited in scale and with a story revolving around old family secrets, spirit mediums, people plotting to steal the inheritance and more, you know there's potential for a good mystery story. The "daily murder attempts" on Irving are pretty easy to solve, but it's interesting to see how the scenario writer Kaneko Mitsue did manage to write a story that is cleverly set in the specific time period and place, with murder plots that fit in the setting of a British manor in the 1920s. It's not mind-blowing original or anything like that, but all the props she uses for the mystery plots feel completely natural given the setting, using very normal objects and customs to create simple, but convincing murder plots.

I do have to admit the whole experience did feel a bit... shallow? I guess this is because Gothic Murder was developed as a game for smartphones, so scenes and dialogues are kept relatively short. I think it still reads well as it is now, but I do think fleshing out the story and the characters just a little bit more, say with more flavor dialogues and just more set-up for the story and plot developments would've made Gothic Murder even better.


I liked the music by the way, especially the fantastic investigation theme. So I looked the composer up, and I have to admit I was really surprised it was Hamada Seiichi (AKA Haseda "ACE" Daichi), the composer of the Tantei Jinguuji Saburou series. I only knew of him of his brilliant jazz and blues tracks he did for that series, so I was surprised to hear a very different kind of soundtrack for Gothic Murder, but this one has some nice tracks too.

Gothic Murder - Unmei wo Kaeru Adventure is on the whole not a game that is particularly remarkable. It's both short and very simple, but I enjoyed both the story it told, as well as the whole atmosphere of the game. I think the core mystery story is entertaining with even a few surprising twists, even if it could've been fleshed out a bit more. And you know, not everything has to be a epoch-making epic that turns the whole discourse around. Ultimately, I will gladly admit I had fun with Gothic Murder as a short, but entertaining piece of mystery fiction. Another adventure game by Orange will release soon on Switch too, so expect more games here in the near future.

At least, that's assuming Animal Crossing: New Horizons next week won't consume my whole life. Which is also a very likely probability.

Original Japanese title(s):『ゴシックマーダー-運命を変えるアドベンチャー』

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」

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, May 20, 2015

Black Coffee Rag

「雪だ・・・」
『探偵神宮寺三郎 Innocent Black』

"It's snowing..."
"Detective Jinguuji Saburou: Innocent Black"

I listen to a lot of videogame music, but usually only from games I've actually played. I think that Innocent Black's soundtrack is one of the few I knew inside-out years before I even got to experience the game. It's that awesome.

Tantei Jinguuji Saburou series
The Shinjuku Central Park Murder Case (1987) [Nintendo Famicom Disk System]
The Unfinished Reportage (1996) [Sony PlayStation / SEGA Saturn]
At the End of the Dream (1998) [Sony PlayStation / SEGA Saturn]
Before the Light Fades (1999) [Sony PlaySation]
Innocent Black (2002) [Sony PlayStation 2]
The White Phantom Girl (2005) [Nintendo GameBoy Advance]
Ashes and Diamonds (2009) [Sony PlayStation Portable]
The Red Butterfly (2010) [Nintendo DS]
Rondo of Revenge (2012) [Nintendo 3DS]

Private detective Jinguuji Saburou is hired by Ninomiya Akio, a distressed father who wishes to find his daughter Hazuki who has run away from home. When Jinguuji finally manages to trace Hazuki, he finds out she ran away because she witnessed a very strange happening going on in her father's hospital, and she suspects the vice-president of the Ninomiya General Hospital might be stealing medicine as a side business. Jinguuji starts a new investigation at the hospital, where he finds another client: an elderly mother recently lost her son, who had gone missing two years ago. She never saw him alive anymore, because he recently died of breath failure in a park, and his body was brought to the Ninomiya General Hospital. The mother wants to know if her son really died of breath failure and what he had been up the last two years. Digging deeper, Jinguuji discovers that the son's death and the medicine theft are in fact connected and h starts to realize that some horrible secret ties together the Ninomiya General Hospital, a group of homeless people and a local crime syndicate in the 2002 PlayStation 2 videogame Tantei Jinguuji Saburou: Innocent Black  ("Detective Jinguuji Saburou: Innocent Black").

I've been a big fan of the Detective Jinguuji Saburou videogame series for years. The series started on the Famicom Disk System (a peripheral of the Japanese NES) in 1987 and saw its most recent installment in 2012, making it actually one of the oldest game franchises still active. The basic setting has not changed since the first game: every installment the player is presented a hardboiled detective story starring private detective Jinguuji Saburou, his capable assistant Misono Youko and police detective Kumano, usually set at the edges of underworld of Shinjuku, Tokyo. Occasionally we see more of an extended cast, like the forensics expert Miyoshi Shiho or local crime syndicate captain Imaizumi, and sometimes the story moves to locations outside Shinjuku, but the player can always expect a very story-driven experience with a plot that deals with realistic social problems and the people who are stuck between 'normal' society and the underworld.

 
The Detective Jinguuji Saburou series got a big blow in 2000 however, after the release of the seventh installment of the series. Data East, the original developers of the series, went bankrupt and many thought that this meant the end of the series. Fortunately, the company WorkJam bought the rights to the series (and still owns them), and WorkJam's first own Detective Jinguuji Saburou game was 2002's Innocent Black. This game is thus seen as a turning point for the series.

Overall, Innocent Black is a well-made entry in the series and a great hardboiled detective game. Gameplay-wise, it's the same old command-style adventure it's been for over 20 years. As expected from the Detective Jinguuji Saburou series, Innocent Black features great character designs and most importantly, fantastic music. All installments of the series have been praised for their catchy jazzy tunes and Innocent Black definitely upholds that tradition and brought some of the best songs of the whole franchise. Illustrator Terada Katsuya's designs look great too and in the visual and auditory departments, this game is really remarkable. Story-wise too, Innocent Black manages to do most things very good: as always the story starts with a small case for Jinguuji (locating Hazuki who ran away), but manages to grow out to something much bigger, without feeling too farfetched. The plot of most Detective Jinguuji Saburou are often best described as social school stories, as they are often rich in social commentary, but it definitely works for the series and Innocent Black features one of the more devilish schemes I've seen in videogame plots. I think that I can wholeheartedly recommend this game to anyone who wants to play a detective game on the PS2 with a catchy story.


Is it all perfect? Well no. One thing I thought very disappointing was that compared to the three previous games (Mikan no Rupo, Yume no Owari ni and Tomoshibi ga Kienu Ma ni), Innocent Black was a much more linear experience. Note that the series has always been somewhat linear: you usually advance in the story just by talking to the right people or being at the right place at the right time. The mentioned titles however all experimented with more interactive presentation, like parallel narratives that allowed you to experience the story with multiple characters, or giving the player certain deadlines in which he needed to move the story forward. In comparison, Innocent Black is incredibly linear, as you simply move from hotspot to hotspot to advance forward. I don't find linear games bad per se (in fact, depending on the plot, it sometimes works out better), but the above mentioned titles were the Jinguuji Saburou games I played most recently, so the sudden change was very detectable. This linear direction has been maintained in practically all of the Jinguuji Saburou games WorkJam has developed, with two notable exceptions: Shiroi Kage no Shoujo (the player needs to make deductions every now or then that can potentially lead to a game over) and Ashes and Diamonds (branching storylines).


Innocent Black is also a rather controversial topic among longtime fans of the series, because it tried to do something surprising about the longstanding relation between protagonist Jinguuji Saburou and his beautiful and capable assistant Youko.Without going into spoilers, I can tell you that I too was not pleased at all with what WorkJam was going for and in fact, they had to fix that in the next game, Kind of Blue, probably not in the least because of the negative backlash. Kind of Blue is the only Jinguuji Saburou game I haven't played yet, but I hope to, because Innocent Black did leave a somewhat bad aftertaste because of this particular, but important plotpoint, that didn't even had proper development.

Innocent Black is a game that does a lot right and features a really captivating detective story. It is however also a very linear experience, even compared to earlier installments of the game, and I think that for longtime fans, Innocent Black also feels incomplete with its successor Kind of Blue, because a significant problem is not resolved within Innocent Black's narrative. In that respect, it is an unsatisfying experience, perhaps. But overall, I thought the plot to be interesting and the fantastic music definitely helps.

Original Japanese title(s): 『探偵神宮寺三郎 Innocent Black』