Something old, something new
When it comes to mystery fiction, I usually try to avoid reading stories with similar settings/themes in succession, mostly because I'm afraid I'll get burned out on a theme. I decided to discuss the two games of today in one post not only because I played them one after another, but also because they are very alike, both being a retro art style, and both being sequels that ultimately aren't that different from the first games.
Two years ago, I reviewed Ise-Shima Mystery Annai: Itsuwari no Kuroshinju ("The Ise-Shima Mystery Guide: The False Black Pearl"), a mystery adventure released on the Switch, but made to play and look like one of those old 80s Famicom (NES) adventure games. The game was especially inspired by Okhotsk ni Kiyu, an adventure game developed by Horii Yuuji (creator of the cultural phenomenon Dragon Quest) and even had the same character designer in Arai Kiyokazu. Ise-Shima Mystery Annai: Itsuwari no Kuroshinju never tried to be more than a mystery story that emulated Famicom detective games, also replicating the minor annoyances from games from that period, but all in all, I did enjoy the game as a blast to the past, so I was quite excited when the sequel was announced.
Akita-Oga Mystery Annai: Kogoeru Ginreika ("The Akita-Oga Mystery Guide: The Frozen Loosestrife") was released in the last week of 2020 on Switch (and now on Steam) and presents a new adventure starring the player (an unnamed police detective) and his young subordinate Ken. The story follows the now familiar pattern: the prologue has the two police detectives hunting the boss of a gang of conmen, but when they capture him, they learn that the Tokyo branch of the gang is controlled by a gang in the Akita prefecture, so the player and Ken travel to Akita to roll up the rest of the gang, but while some veteran police detectives are glad to see the Tokyo detectives, some other local detectives don't seem impressed by the city boys and vow to solve the cases themselves. But as the investigation moves on, they realize the gang is desperate to shake off the police and trying to cut off loose ends quickly, as each time the police find their targets murdered in a horrible manner: frozen alive to death. Can the player catch the murderer before more victims fall?Having already written a full post on the predecessor Ise-Shima Mystery Annai: Itsuwari no Kuroshinju, I have to admit that I don't have that much to add to that, because Akita-Oga Mystery Annai: Kogoeru Ginreika is in essence very similar to the first game. Once again the game is not about having the player figure things out for themselves, but more about presenting the player a dramatic mystery story set around Akita. The focus is on checking out all the mysterious events and suspicious characters dangling in front of you and and being surprised by the sudden story developments. You'll visit a lot of real-life locations in Akita during your adventure (recreated in some nice 8-bit art) and the story is actually quite lengthy: I think it's at least double the length of the first game, and overall, the story does a great job at recreating the atmosphere of a stereotypical two-hour suspense drama show with a lots of twist and turns, which is exactly what it tries to be. If you liked the first game, or games like Famicom Detective Club (1988-1989) and Portopia Renzoku Satsujin Jiken (1985), Akita-Oga Mystery Annai: Kogoeru Ginreika is right up your alley. The music is still great (also listen to the deliciously late 80s pop theme song!!), though I have to say I still don't like the faux 3D maze segments these games always have.
Is it all good? Well, no. Akita-Oga Mystery Annai: Kogoeru Ginreika takes on the form of a Famicom game and that means not much text fits in each individual text box. But it seems the developers forgot that those older games also usually had shorter dialogues, so conversations in Akita-Oga Mystery Annai: Kogoeru Ginreika just go on and on because the writing style doesn't fit the limited text box space. What's even worse when the game forces you through these long conversations that aren't funny: there's a running gag that Ken likes the local food and every other location he tries some local dish and offers his thoughts on it before he remembers he's working: you can't skip these boring sections that's basically the same joke over and over again. Each "day" in the game also ends in a restaurant where they go over the leads they found: for some reason you always have to order food and try out everything (and read their comments) and it becomes really annoying after the second time. I believe Akita-Oga Mystery Annai: Kogoeru Ginreika was developed with some help from crowdfunding and it appears some of the backers were rewarded with appearances in this game: sadly enough these backers were incorporated in the most horrible manner, in segments that feel out of place and feel absolutely unneccessary. For example, early in the game, you have to call a person, but the game forces you to call the wrong number four or five times, and each time you get another small conversation with the person you accidentally called. These conversations were apparantly "rewards" for backers, who were allowed to write in a little bit, but for the player, this section is just a complete waste of time, as you have to go through all those conversations. There's another similar section in the second half of the game, where you're just repeating the same time-consuming action over and over again to force you to talk with all kinds of characters (= backers), even though it should've been over in one go!
Oh, what was interesting was that I played this game immediately after Root Film, and look who has a cameo in this game: Magari (and Yagumo too)! I didn't know about this, so I was very pleasantly surprised to see a very recent mystery adventure featured in a retro-style adventure. Overall though, I think Akita-Oga Mystery Annai: Kogoeru Ginreika was a solid sequel that does a great job at being a charming take on 1980s Famicom adventure games, but that could've been trimmed a bit for a more streamlined experience.
Last year, I also discussed MAKOTO WAKAIDO's Case Files "Executioner's Wedge" a very short, but entertaining iOS/Android mystery game with a great retro visual style which reminded a bit of GameBoy graphics and also featured great moody music. I was surprised to learn that a sequel had been released in the last days of 2020, titled MAKOTO WAKAIDO's Case Files 2 "Bogeyman's Woods" because it had only been a few months since the first game was released, but you don't hear me complaining! Whereas the first game was set in the city, MAKOTO WAKAIDO's Case Files 2 "Bogeyman's Woods" brings us to a small village in O Prefecture, a setting that is clearly meant to invoke the works of Yokomizo Seishi. The discovery of the dead body of Sendou Tsugihiko in the forest would always have been news, as the influential Sendou clan has always ruled the village and now the family head Tsugihiko had died in a mysterious manner, just like his older brother many years ago. Tsugihiko had fallen, or been pushed from the hanging bridge above, but what makes his death even more musterious is the fact that someone had put the mask and straw raincape of the deity O-Kakushi on Tsugihiko's body after his fall. O-Kakushi is believed to have spirited people away in the forest in the past, resulting in their death. The mask and straw raincape are used in a village ceremony to appease O-Kakushi, and are usually kept locked in the Sendou storehouse. Has the ceremony of the villagers failed and is Tsugihiko's death the work of O-Kakushi?While the second MAKOTO WAKAIDO's Case Files is very much a Kindaichi Kousuke-inspired mystery set in a small rural village and with family intrigues at the heart of the case, making it feel quite different from the first game, the sequel does play more-or-less the same as the first one, so I refer to that review for more details. Once again, you'll be going around the locations in search for clues and questioning people, and while the game still uses the 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 that, the game at least improves on the first game by just showing with a marker whether a person will have anything important to say or not. It's more streamlined that the first game, but it's still odd you have to "set" your discussion topic first, then start a conversation, then finally ask them about the topic and then repeat the whole process again for another discussion topic. Why can't I just ask about all the relevant topics in one turn instead of having to start a new conversation each and every time for each seperate topic?The story itself is entertaining enough: it'll only take you an hour or so to go through the whole game, so don't expect some kind of mystery classic that you'll remember your whole life, but MAKOTO WAKAIDO's Case Files 2 "Bogeyman's Woods" has a lot of character and atmosphere, and there are definitely worse ways to spend an hour. And it's free too, and like the previous game, you'll ony see ads if you mess up in the sections where they question you on the clues, so if you're good, you'll never see any ads in the game!
Anyway, Akita-Oga Mystery Annai: Kogoeru Ginreika and MAKOTO WAKAIDO's Case Files 2 "Bogeyman's Woods" were both entertaining, retro-style murder mystery adventure sequels which perhaps did very little to improve on their predecessors, but if you liked the first games in both series, you're likely to enjoy these sequels too. And wow, I have posted more reviews on mystery games than on novels here in 2021! Let's cherish this moment!