"Blade Runner"
It's been a while since my last game review! Especially of a recent game...
Master Detective Archives: Rain Code is the latest game by the creators of the Danganronpa series, and quite literally so. While Danganronpa creator and writer Kodaka Kazutaka left Danganronpa developer/publisher Spike-Chunsoft to start his own company Too Kyo Games (creating games like Death Come True), Rain Code is co-developed by Spike-Chunsoft and Too Kyo Games, And you can really tell this was made by the Danganronpa creators, with art by Komatsuzaki Rui, but also lots of design choices and story telling beats that will be very familiar. Long story short: if you like Danganronpa, you're likely going to like Rain Code too, and if you didn't like Danganronpa, I doubt very much Rain Code will change your mind. The main set-up is very similar, with a multi-chapter story structure where you solve murder mysteries (often of an impossible nature), but also delve into an on-going mystery, which will get resolved in the final chapter.
The at-times psychodelic pop art design we know from Danganronpa is also present, creating a very unique, but also very recognizable look for this game. When I first saw the game in a trailer, the world already looked very memorable, but having played the game, I can definitely say Kanai Ward, as a physical location, looks absolutely beautiful. It reminds a bit of Final Fantasy VII's Midgar, being a major city ruled by one big corporation, but the various city areas ranging with mostly office buildings to slums and a downtown area do look very memorable, especially with all the rain falling constantly, and the main area in particular has Blade Runner vibes going on. Art-wise, the game looks really cool.
Gameplay-wise, the main beats will not sound very surprising. At the start of each chapter, you control Yuma (in a third person view this time) walking across town, interacting with the various characters and sometimes even doing little sidequests to help the citizens of Kanai Ward. Once you had advanced, you'll get involved in a murder case, where your first priority becomes having to collect evidence. Sometimes, you'll have access to the crime scene, but often this will be a bit tricky because Yuma is actively locked out of an investigation by the local authorities. Enter the various Master Detectives who have joined the Yakou Detective Agency with Yuma: Master Detectives possess special, supernatural powers which they use in their investigations, ranging from being able to hear the slightest sounds in a certain radius, like even a heartbeat of a person hiding in a different room, to being able to use a kind of psychometry to visualize how a crime scene looked like when it was first discovered. Using these powers (often functioning as a kind of minigame), allows Yuma to collect the necessary evidence to solve the mystery, which is always done by having Shinigami-chan move Yuma (and often an ally) into the Mystery Labyrinth. I have to admit I wasn't really that impressed by the gameplay implementations of the various Master Detective powers in the investigation parts of the game. They provide for a bit of variety, but barely so, and while sometimes they did allow for unique mysteries, these moments were rare.
The Mystery Labyrinth is where the actual solving of a mystery takes place, being a supernatural realm that physically represents the mystery at hand. Abstract design representing the case makes these Mystery Labyrinths a sight to behold, but at the same time, I have to say I really, really think the Mystery Labyrinth is a failed attempt at a concept I think I can agree with in terms of ideas, but the execution in terms of gameplay is just not fun. Which is a bit of a shame, considering how good it feels to solve a mystery in well, a mystery game is pretty important. I think the basic idea behind the game is that they didn't want the player to ever get bored with the mechanics of solving a mystery, so they designed this part so there's always something happening. The main meat of these parts are the Reasoning Death Matches, where you have to "battle" with the mystery you're struggling with personified. This mystery-man will try to prove your deductions are wrong, but by using the correct evidence to prove they are wrong on the correct utterances, you can point out contradictions in their story, and thus "defeat" them. This is of course very similar to the Danganronpa games, in turn taken from the contradiction mechanic of the Ace Attorney games, so little surprises here. As in Danganronpa, there's an action element here, as timing and "evading" utterances is also important, as taking too much damage will kill you. But, this is not all, and that's the biggest problem I have with the Mystery Labyrinth. As said, they don't want to bore you, so basically everything is constantly presented with a different "mechanic" (often it's just the same mechanic of having to pick between three options, sometimes with a timer, or having to present a piece of evidence already in your possession). But because they want to make it look exciting, they present these questions in over the top manners in the Mystery Labyrinth, from having to pick the correct answers quickly while falling in the sky or fighting off a bad guy or riding a mine cart through a maze The Temple of Doom style. The questions themselves are perfectly fine, and I'll talk about that later, but every time the game switches to a different minigame, it has to load. And the load times are strangely long. Like, sometimes, you're waiting 20 seconds just for the next question to load, just because the presentation needs to be so over the top. It creates an incredibly bad flow for the game, as often you're physically forced to wait, even though answering the question correctly is rapidly leading you to the truth. After the first two chapters or so, I really got fed up with having to constantly wait for the extravagant presentation to load, even though the questions themselves are fairly simple.
Also: I have to admit I used the fast-forward button a lot on the banter and post-mini game discussions where you walk through the corridors of the Mystery Labyrinth after a while, because often, the game just needed to automatically go through all the banter before it allowed you to move on to the next gameplay segment... Each chapter also ends like in Danganronpa, where you have to do a short reconstruction of the timeline of the murder to show you really understand what had been happening. I still like them conceptually, as they will help people really order all the many events into a chronological story in their mind, but for some reason these parts (the voiceover of the reconstruction) can't be fast-forwarded....
The thing is, even though the Mystery Labyrinth can be so tedious because of the constant waiting, I do like the basic concept behind it. In games like Ace Attorney and Danganronpa, a lot of the story has to move forward via longer conversations and via contradictions, because that's the meat of the gameplay. Here, the idea is that the Mystery Labyrinth can just suddenly throw questions at you, which don't require as much of a natural set-up dialogue-wise, but which are still relevant to solving the mystery. I think this is related to the difference to a prose mystery story and a mystery story presented as a game: a mystery game will often have to be designed to have the mystery be able to be solved mainly through the core game mechanic, whereas a prose story, can provide starting points for solving the crime in a lot of different ways. In Rain Code, they basically have a magical explanation for why a certain question will pop up at this certain point, which might seem a bit artificial, but you don't really question it because of the supernatural background, and it allows the mystery solving process to be pretty streamlined. For example, Rain Code has a few stories where the mystery will be solved through an elimination method similar to Ellery Queen, where you have to identify the characteristics of the culprit and compare them to the suspects. That set-up works pretty good with the Mystery Labyrinth, because it can pose these questions that allow you to tick off those characteristics at the right time, without having to rely on the classic contradiction mechanics of Ace Attorney and Danganronpa, allowing for different kinds of mysteries, and different types of chains of reasoning to be presented in a game. I was quite pleasantly surprised to see that in a mystery game, so the idea of the Mystery Labyrinth really appealed to me, which in turn made it even more frustrating I had to wait for the game to load constantly for every single moment
The individual cases are pretty fun too, often slightly inspired by famous detective stories. The prologue for example, which introduces the player to the gameplay mechanics, takes place on a running express and is titled after Murder on the Orient Express, while the first proper case in Kanai Ward is about a horrible serial murderer with a title that reminds of Shunou Masayuki's Hasami Otoko ("Scissor Man"). There's even one set in a highly secured lab reminscent of Mori Hiroshi's stories. While I think in terms of complexity, the cases in Rain Code are nowhere near the more complex ones in the Danganronpa series like from the second or third game, I generally like most of them for their set-ups and the way they use the world of Kanai Ward, and the way the chains of reasoning are laid out for the player to solve these cases. You'll be solving quite a few impossible crimes (locked room murders) in this game, most of them with elements you'll recognize one way or another, but still presented in a fairly entertaining way. The Ultimate Secret of Kanai Ward on the other hand is not really a "conventional" mystery, and your mileage may very well vary on how much you like it. I kinda saw it coming, and I do think a few of the clues are quite clever, but it didn't come as shocking as it was probably intended, and the last chapter is quite bad in the sense it's basically one gigantic information dump on the player. The side-quests though are pretty boring, where you're not doing any real detective work and just doing errands across town (talk to A, then talk to B, return to A), which will feel very much as out-dated game design, similar to PlayStation 2 era Ryuu ga Gotoku/Yakuza games.
In the end though, I think that Master Detective Archives: Rain Code is a fairly interesting mystery game, even if it's hampered by atrocious loading times. It is basically what you'd expect from a game of the creators of Danganronpa and I assume many who read this blog will have played at least one of them, and thus have an idea of whether they'll like it or not. For those with no Danganronpa experience, I think it is a good game, but certainly not as comprehensive as the later entries of Danganronpa (which are cheapter at the moment), and some game design ideas do feel a bit dated. It's certainly not a epoch-making mystery game, though save for the loading times, it is a pretty solid designed game with interesting, even if not very complex mysteries for the player to solve. I had fun spending time in Kanai Ward at least, and if there's even a sequel, I'll definitely be very interested.