Showing posts with label Okajima Futari | 岡嶋二人. Show all posts
Showing posts with label Okajima Futari | 岡嶋二人. Show all posts

Tuesday, December 16, 2025

These Names Make Clues

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

For those interested in the guess-the-culprit games as mentioed below, creative members of the Honkaku Discord  venture each month to present a guess-the-culprit scenario to their fellow members, challenging them to solve their puzzle. Come have a look in the server if you want to try solving such a scenario yourself, or if you want to write one! 

Last year, I reviewed the anthology Suiri no Jiken Desu ("It's Inference Time", 2024) and earlier this year, I discussed Anata mo Meitantei (AKA What A Great Detective You Are, 2022) and Kibun wa Meitantei ("Feeling Like the Great Detective"). The stories in all these anthologies were designed as guess-the-culprit whodunit puzzels, with the stories clearly divided in a "Problem" part and a "Solution" part: all the necessary clues to solve the problem are presented within the first part of the story, so there's often an explicit Challenge to the Reader between these two parts: "this is a fairly written mystery and you have all the clues at this point, so try and solve it!" As someone who loves the puzzle-ness of mystery fiction, I just can't get enough of these stories, so when I heard publisher Tokyo Sogensha was doing an anthology series collecting past guess-the-culprit stories from various writers, I was of course immediately intrigued. I skipped the first volume (released in August of 2025) for the moment, as I already knew a large number of the stories included, but I decided to pull the trigger on the second volume: Yokochou no Meitantei - Hanninate Shousetsu Kessakusen ("The Great Detective of the Backstreets - The Best Whodunits", 2025), which also has the simple English title The Best Whodunits 2, collects seven stories selected by editor Fukui Kenta, who also wrote the foreword in which he looks at the history of such stories and similar anthologies.

The first story in the collection is the title story, Yokochou no Meitantei ("The Great Detective of the Backstreets"), a story by Niki Etsuko and originally released in 1972. The story interestingly consists only out of dialogue between the characters (so no narration) and with the historical setting, it reminds of a rakugo play. The story seems to be set in the Edo period and starts with the discovery of a theft in a small village, so they go to the retired elder to ask him for help. A paper craftsman had finished a scroll for a client and was on his way to deliver the valuable goods when nature called. He placed the package on a rainwater bucket on the corner so he could relieve himself in the bushes, but when he came back, he found the package gone, and no sign of any thief, though there were other peddlers and salesmen walking in the vicinity, who are all called upon to testify who they saw around the time of the theft. The story is fairly amusing to read due to all the merchants chiming in, but the main mystery is simple in design, as you basically only need to identify a certain lie, though to do that, you do need to combine information from various people and the basis for pointing out the lie, is well hidden. There's not really a "trick" here done by the culprit, just the need to find out how the testiminonies of all people fit assuming everyone but the culprit tells the truth. Very decent start.

Alibi Fuseiritsu ("No Alibi", 1973) is a story by Ishizawa Eitarou, a writer I do intend to write more of because his main series is about a police detective in Fukuoka, where I once lived. Alibi Fuseiritsu too is set in that city and starts with police detective Wakumoto receiving a phone call at the police station who says Akama Gouzou is dead, and that's lying in the apartment building next to the police station. Akama Gouzou was the name a real estate swindler had adopted. He had been deceiving people by first befriending people and then offering to sell them land for a cheap price: people handed him all their savings for the dream of purchasing some land to build their own house on it. The police had been investigating Akama already, but someone got to him first, and it's likely the murderer is one of the four people who were deceived by him and had already been trying to track him down after Akama started to lay low. The police had already interviewed them earlier for the swindling case, but the four are visited once again to ask them about their alibis for the murder. However, it turns out none of them have one: each of them claims that they received a call that night by someone purporting to be someone else in the group, with the claim they had found Akama and that they'd all meet at a certain spot to catch Akama and hand him over to the police. However, the calls were fake and they had all been sent to a different lonely spot in Fukuoka, leaving them all without alibis. It seems obvious the murderer orchestrated this so nobody would have a clear alibi for the murder, so how is the reader supposed to find the murderer? Well, based on the clues of course. This is a story that has a great conclusion, but the clues actually pointing to the murderer aren't all as clever as presented. It follows the Queen tradition of having to identify a few characteristics which apply to the murder, but some of those conditions presented in the story are rather questionable, like saying people working in certain professions wouldn't know about something, while that something isn't even something that is exclusive to a profession. Other clues are better and as I said, I do like the idea of what Ishizawa was going for.

Tatsumi Masaaki is a critic of the genre, who has written one serialized novel (which has not seen a collected release) and a handful of short stories. Umoreta Satsui ("Buried Malice") is one of those short stories and deals with an interesting problem. Yajima Tarou is an amateur detective who is asked by Handa Shinzou, a friend of his father, to assist with a problem. Handa and Sone Tamio are both looking for the son of Furuyagi Denjirou: before World War II, the Furuyagi Company was a well-known sales firm and Sone Tamio had joined the firm in his twenties. He became Denjirou's promising disciple, but business didn't go well right after the war, so it was decided to dissolve the firm for now, letting go of all the employees but Sone and Denjirou and his wife retreating to a mountain village. Sone became gravely ill just as Denjirou's wife gave birth to a child. Not wanting to be a burden, Sone gave up his position, allowing himself time to recover at a friend's place while Denjirou and his wife would go back to the city to try and start the business again. Later, Sone learnt Denjirou and his wife had passed away soon afterwards. Sone had been given the business contacts and a full recommendation by Denjirou in case he might not make it, so later on, Sone managed to set-up his own business as a successor to the once well-known Furuyagi Company. But then he later heard Denjirou had actually given up his son before he died, and that the son had been brought up by another family. Handa, the family friend of Yajima Tarou, also heard about this, and now Handa and Sone are looking for the son of Denjirou and they even use a television show to ask anyone with information to contact them. But then it turns out two men called, claiming they are the son of Furuyagi Denjirou. When later the midwife who found the adoption family for the baby is also found, they try to have the midwife identify Denjirou's child, but she's killed before she can make the identification.

I think in some way, it's fairly easy to guess who the fake one is based on the set-up of the story, but I do like some of the clues and the logic behind proving that a lot: some of the clues allow for quite some deep logical reasoning, considering the length of the story, but I think the surprise is a bit weakened because you can instinctively guess the solution to the main problem pretty easily even without those otherwise well-planted clues.

Dial 7 was written in 1979 by Awasaka Tsumao and deals with the underworld: Kitaura Shinya, boss of the Kitaura gang is found murdered in his house. As a gangster boss, he of course has many enemies, ranging from enemy gangs to people in his own gang who may have found themselves treated unfairly. The police have more than enough suspects, but can't seem to find any good clues at the crime scene until they notice the murderer must have used the phone after the murder. While the murderer was smart enough to not touch the phone directly, and used a pencil to turn the dial on the phone, the police was able to find out that the murderer called a number that did not use the numbers 8, 9 or 0. However, this was enough for the police to find the murderer. Though modern-day detectives might have problems with solving this mystery. I like the clues and set-up of this story a lot, but even if you know those old-fashioned phones with a dial, you still probably lack certain "common knowledge" information to solve this mystery, as it really isn't common knowledge now anymore. I do think it's a really clever story with subtle hints, that however is really strongly imbedded in the time/setting it was written for.

Sei Valentine Day no Satsujin ("The Murder on Valentine's Day", 1984) is a very short story by Okajima Futari, set at a baking school, where a group of nine students all made a chocolate-based sweet for Valentine's Day. The idea was to judge each other under the watchful eye of a teacher. They would all bring their creation, cover them up and the chocolates would be assigned a number. They'd then draw lots, and each person had to try out the sweet with the number they got and honestly review the sweet. The second person to try a sweet died however, as it turned out the sweet had been poisoned. But when they match the sweets to the creators, it turns out... the victim ate his own poisoned sweet. What happened here? Very short story, so the solution is also very short and simple. Neat idea, not sure if it's really suitable for this format though.

Hitori ja shinenai ("I Won't Die Alone", 1989) was originally written by Nakanishi Tomoaki as a guess-the-culprit scenario for the Kyoto University Mystery Club, but was also reprinted in a literary magazine in 1990 for a special on the Guess-the-Culprit tradition of the Mystery Club, with Ayatsuji Yukito and Norizuki Rintarou acting as the reader's guide. This is a very complex story and revolves around a group of friends, of whom most are either current or graduated members of a high school cooking club who often hang out with each other. Kouichi, a graduate, recently committed suicide, as his girlfriend Remi (a current member of the club) left him for someone else in the club. They still have gatherings where they cook together, but at the first gathering after the funeral, one of the members falls dead after consuming something: the food was poisoned, but the police thinks it's likely not murder, as no murderer could make sure one specific person would consume that food. They suspect it's suicide, but then the same thing happens again at the after-funeral gathering... If it is murder, how is the murderer making sure their intended victim dies? The answer lies in a series of intermezzos for the reader, where the murderer confesses they are just doing things randomly until their truly intended victim dies, but how is that fair to the reader? Well, it's still incredibly fair, with Nakanishi parading some clues very daringly in front of the reader, and yet, it's likely they will miss it. This is a very good example of a great guess-the-criminal story and certainly among the best in this collection. It's a bit long, but there's so much going on, it never bores and in hindsight, you'll see it's a very tightly writte story due to all the clues.

The final story, Tokeikan no Satsujin ("The Clock House Murder", 1990) by Imamura Aya has a somewhat confusing title. Ayatsuji Yukito has indeed written The Clock House Murders, known as Tokeikan no Satsujin in Japanese (disclosure: I translated the book in English!), but while both stories are pronounced the same in Japanese, they are written differently (different kanji). Both are about houses with clock collections though. In the Tokeikan no Satsujin in this anthology, an elderly man who had been many collecting clocks in his house, but his wife, thinking the house is too big for just the two of them, has them reform part of the house so it can function as a boarding house. Two clocks remain in this boarding house, though these clocks give the wrong time, because the owner likes his clocks to be 'free' and not chained to time. Ookuzu Junya, a writer of mystery stories became their first tenant, and since then, he has introduced more industry-related tenants to his landlord, like an editor and critic. The owner's nephew and niece also stay there, resulting in a rather crowded house. One winter evening, after dinner and Ookuzu has retreated upstairs, an editor arrives at the Clock House to visit Ookuzu to pick up a manuscript. When Mariko, story narrator, niece of the landlord and huge mystery buff, goes up to Ookuzu's room, she finds a letter, where Ookuzu says he's sorry he didn't his manuscript and that he will sneak out of the house and return when he's done. However, Ookuzu couldn't have left the house, as there were people in the sitting room (with a view on the entrance door) that whole evening. Ookuzu however is indeed gone. The following morning Mariko and her brother go out to make a snowman, but they find... a dead Ookuzu outside, covered in snow. How did Ookuzu leave the house, and reappear in the garden as a snowman? This is a delightful story: Mariko is so much fun as the snarky narrator badmouthing people as she sets the scene for the mystery. The mystery of how Ookuzu disappeared from his room is simple in essence, but Imamura builds on that simple concept to turn it into something much more complex, with plenty of clues that allow for some deep reasoning. What is also great is that this story also includes a bookending narrative, that adds another meta-layer to the mystery, making this perhaps my favorite of the collection.

So Yokochou no Meitantei - Hanninate Shousetsu Kessakusen is a very solid collection indeed. It collects stories from the late seventies until 1990, so most of the stories are quite a bit older than the Guess-the-Culprit stories I usually read, but some of these are really good, and I think the collection on the whole is worth a read. I have more of these books already purchased by the way, so expect more reviews about these game-like stories in the future too!

 Original Japanese title(s): 福井健太(編) 『横丁の名探偵 犯人当て小説傑作選』: 仁木悦子「横丁の名探偵」/ 石沢英太郎「アリバイ不成立」/ 巽昌章「埋もれた悪意」/ 泡坂妻夫「ダイヤル7」/ 岡嶋二人「聖バレンタインデーの殺人」/ 中西智明「ひとりじゃ死ねない」/ 今邑彩「時鐘館の殺人 

Wednesday, August 9, 2023

The Clues Challenge

 
Hey, you can hear me, right? Yeah, I know, it's weird, me calling out to you even though we can't see each other. But I know you're there, so listen to me. I need your help. I am supposed to research a book called Zarathustra no Tsubasa, but I have no idea what it is or what it exactly is I am supposed to research. I'm just not good with this thinking stuff. So I thought, perhaps I should get some advice from someone who's better at that. Yep, it's you I am talking about. So perhaps you could tell me what do do?
 
To help ⇒ Go to 2.
To not help ⇒ Go to 6.
 
2
 

Great, we're a team now, the two of us! Should we come up with a team name? No? Oh, okay, well, you might change your mind later on. Anyway, we're going to investigate this Zarathustra no Tsubasa or whatever it is called. But don't worry, I haven't come completely empty-handed. For example, did you know Zarahustra no Tsubasa is Japanese? It means The Zarathustra's Wings. What? You ask me whether I know Japanese? Well, to be honest, the English title The Zarathustra's Wings is just one I noticed on the cover of the book, as it has both a Japanese and English title. I also found out that the book was written in 1986 by Okajima Futari and that it is apparently a gamebook. What should we do first?
 
Look up the author of the book ⇒ Go to 3.
Look up what a game book is ⇒ Go to 4.
 
3
 
Oh, right, Okajima Futari. I've heard of him. Or to be exact: them. It was the pen name of Inoue Izumi and Tokuyama Junichi, who were active between 1981 and 1989. I think they also wrote Klein no Tsubo and Soshite Tobira ga Tozasareta. Apparently, this is the only gamebook they ever wrote, though Klein no Tsubo does begin with a man writing a gamebook, which is then going to be changed into a virtual reality game. Guess the theme of a gamebook must've remained interesting to them, as Klein no Tsubo was released almost ten years after The Zarathustra's Wings. But that's all we need to know about Okajima Futari for now, right? What next?
 
Add (W) to your inventory. 
Look up what a game book is ⇒ Go to 4.
Look up what The Zarathustra's Wings is about ⇒ Go to 5.
 
4
 
So I looked around on the internet, and I think a gamebook is a type of fiction where the reader participates in the story themselves by making choices, which changes the outcome of a story. They're also known as a Choose-Your-Own-Adventures.The choices you make as you progress in a story, for example by choosing to go either left or right in a maze, will lead to different narrative branches, all with varying outcomes. Some gamebooks also have more complex systems built-in, like an inventory mechanic or a story flag system which allows the game to check whether you have done certain segments already or not. Gamebooks were especially popular in Japan in the 1980s, ranging from both original gamebooks to gamebooks based on for example films like Laputa Castle in the Sky and Nausicaa of the Valley of Wind.  You even have gamebooks based on Famicom (NES) video games, like the ones based on Famicom Detective Club Part 1 and Part 2. So The Zarathustra's Wings is one of these books, huh? And there are of course (board) games like Sherlock Holmes Consulting Detective which are design-wise very close to a gamebook.
 
Add (F) to your inventory. 
Look up the author of the book ⇒ Go to 3.
Look up what The Zarathustra's Wings is about ⇒ Go to 5.

5
 
Oh, that's funny. The Zarathustra's Wings is about this detective, he's not really bright, so he needs help when it comes to the mental stuff. So he starts taking advice from some person we can't see, telling him to do this or do that... sounds familiar? Yeah, he also talks to that person directly sometimes. Anyway, the detective is hired to investigate the murder on Kashima Eizaburou, the wealthy businessman who was found dead in his study three months ago. He had recently obtained a jewel called the Zarathustra's Wings and shown it off to some house guests, but the following morning, he was found murdered in his study, and the Zarathustra's Wings were missing! What's more, the study was locked, and the key found on the desk inside the study, so this means it was a locked room murder! This detective is hired by the son-in-law to find out who the murderer is and to find the missing Zarathustra's Wings. Sounds like an interesting adventure! Should we read it?
 
Inventory check.
Do you have (X) in your inventory?   ⇒ Go to 8.
If you want to read the book  ⇒ Go to 7.

6
 
The murderer suddenly appears behind you, plunging a knife into your back. If only... we had made a different choice, I might've been able to save you...  
 
BAD END.
 
7
 
Wow, that took a bit more time than we had expected, didn't it? For the most part, it does what you'd expect of a gamebook, allowing you to choose who to interview or where to go. By using a special story flag checklist, the book also makes sure to know what pieces of information you have obtained (or not), which will become important later on. A common problem with gamebooks also seen in The Zarathustra's Wings is of course that each section of a gamebook is fairly short, so it reads quite differently from a novel: a lot of the story feels quite shallow and too much to-the-point and all the characters kinda feel the same. But at least the book makes you feel like a detective. Kinda. The book is basically divided in two parts, the first part being more focused on the murder investigation, and the second part on the search for the missing jewel. In the first half, you will be interviewing the suspects, see what you can learn from them and explore the study where the murder happened and the other rooms of the house. While the murder took place in a locked study, the trick used to accomplish this is very, very basic and the tricky part of the gamebook is basically activating all the story flags necessary to "solve" the murder: you might have a very good idea of what happened, but if you happened to miss a section and not have activated Story Flag A for example, you might fail in the "accuse segment" anyway because you didn't discover all the evidence. Perhaps this would have felt more satisfying if the trick itself had been more complex, but because the trick is so simple it almost feel like nitpicking... And in general, the necessity of "activating story flags" (= proving you obtained certain pieces of information) is a style that works very well with Ellery Queen-esque "elimination" deduction styles (where you cross off suspects of a list), but not so much as with a locked room... The second part of the book is focused on learning the whereabouts of the Zarathustra's Wings and a certain coded message is a vital key to learning its location. The code itself is in hindsight pretty simple, but there aren't really good hints beforehand, and you can't advance in the book without breaking this code: you only learn which section to go next if you decipher the coded message. When The Zarathustra's Wings was originally released in 1986 (before Internet!), apparently a lot of people got stuck there so when the book was re-released as a pocket in 1990, they added a segment with sealed pages at the end, with a hint (basically the answer) to solve the code, out of fear of people getting stuck there again. But what did you think of this second part? I wasn't a big fan of it myself, because it was so focused on the code, and if you had missed certain story flags in the first half of the book, you'd be punished here severely.
 
Inventory check.
Do you have (F) and (W) in your inventory?   ⇒ Go to 9.
If not  ⇒ Go to 6.
 

8
 
It is impossible to have (X) in your inventory. You cheat! I didn't know I was working with a cheater! Forget it, I'm outta here!

BAD END.
 
9
 
Guess we're done now. We've looked into Okajima Futari's gamebook Zarathustra no Tsubasa or The Zarathustra's Wings. I guess it's more interesting as a concept, as there aren't that many mystery gamebooks, and certainly not by mystery novelists. But the mystery itself in the book isn't super exciting: if this had not been a gamebook, but a normal mystery novel, the locked room murder trick would be very disappointing and one could also argue that a locked room murder on its own doesn't work very well with the way the gamebook handles story flags, and that a pure whodunnit would've been better perhaps. The code too is a major part of the story that might not be really what people were looking for when they opened this book wanting to play a murder mystery gamebook. So Zarathustra no Tsubasa is only worth looking into if you are specifically interested in trying a murder mystery gamebook, as there simply aren't many, but don't expect a hidden gem here. Anyway, that's it for our team-up for now. Perhaps we'll meet again, but until then, stay safe and don't make any wrong life choices.
 
The End

Original Japanese title(s): 岡嶋二人『ツァラトゥストラの翼』

Friday, April 19, 2019

A Race Against Time

"That belongs in a museum."
"Indiana Jones and the Last Crusade"

The first time I ever heard of the Klein bottle was through developers' comments of the Ace Attorney game series actually, where the village of Kurain (Klein) was named after it.

The Choose-Your-Own-Adventure book Uesugi had written for a publishing contest had exceeded the page limit, so Brain Syndrome was disqualified, but to his great surprise, he was contacted by a game company called Epsilon Project, which wanted to purchase the rights to make video game out of his gamebook. Uesugi is thrilled and immediately signs the contract, but months fly by without any real contact from Epsilon. When they finally do contact Uesugi however, he's in for a surprise. Epsilon Project's adaptation of Brain Syndrome wasn't "just" a game: it would be real revolution in game technology. Using unexplored virtual reality technology in the form of the machine K2, the player is submerged in a tank while playing the game, where both audiovisual and full-body feedback give the player the feeling they're really fully immersed in the game world. Uesugi is asked to test-play the game adaptation of Brain Syndrome, together with the part-timer Risa, and both not only find the virtual world of K2 amazing, they also slowly grow closer to each other. But one day, Risa suddenly disappears after a day of work, and then Uesugi slowly starts to harbor doubts about Epsilon Project, as in hindsight, it's a bit strange that he and Risa are driven in a blinded van every day to the secret location of K2 all just to test a videogame, not to mention the other over-the-top security measures taken. Uesugi decides to look for Risa, but the answers he finds are not the ones he had expected in Okajima Futari's Klein no Tsubo ("The Klein Bottle",1989).

Okajma Futari was the pen name of the duo Inoue Izumi and Tokuyama Junichi, who were active between 1981 and 1989. Last year, I reviewed Soshite Tobira ga Tozasareta, which I didn't like particularly, but they still had a few interesting titles in their bibliography I wanted to read. Klein no Tsubo was the last novel published under the Okajima Futari name, as they officially disbanded after the release of this novel, and most of the book was actually written by the Inoue half.

The historical lens is something you also often use when reading fiction, as ideas, tropes and customs all change with time, and what might be a brilliant concept at the original of release, might literally be old-fashioned in another time. The same with the mystery genre of course, where many ideas seen in the Father Brown stories seem rather unoriginal nowadays, but that's because everyone in the century after their release has been borrowing ideas from them. Concepts that were groundbreaking at one time are very likely to be commonplace some decades later. And that is definitely the case with Klein no Tsubo.

In 1989, I am sure that virtual reality and related fields were still quite original and not deeply explored yet in mystery fiction. But nowadays, even the smartphone in your pocket is capable to do some form of VR. Haptic feedback, super-realistic AI and words created in a digital realm: it's not uncommon anymore in this world. Movies about virtual worlds that seem realistic to the protagonists have been quite common since the 1990s, and especially since the 2000s we've seen countless of movies and series about people finding themselves in super-realistic virtual game worlds that seem almost real.

Reading Klein no Tsubo in 2019 (okay, I read this novel in 2018. It's only the review which is published in 2019) sadly enough offers far too few surprises. As a mystery thriller, it does absolutely nothing you haven't seen before if you have been around and consumed popular culture the last two, three decades. Mind you, Klein no Tsubo does nothing wrong at all and can be an entertaining read (don't expect a puzzle plot mystery though), but the times have already gone far beyond everything done or discussed in this novel. Some of the plot twists in Klein no Tsubo might genuinely have been shocking and creepy in 1989: but by now even something like a Treehouse of Horror episode of The Simpsons will have not only used those same ideas, but gone beyond that. Nothing Klein no Tsubo as a thriller does, can possibly be a real surprise to someone now.

I think thematically,  Klein no Tsubo is a strong novel, and to repeat myself, it's a perfectly fine thriller that is competently written, but this is an example where you can really feel how time, and Zeitgeist, has made this novel not only outdated, but perhaps even obsolete, as the things the novel accomplishes, have become part of the bare basics of what a modern reader would expect from this specific theme, so you're left with a feeling of "Oh, was that everything? That wasn't just the set-up?".

Original Japanese title(s):  岡嶋二人 『クラインの壷』

Wednesday, February 7, 2018

Locked Doors

あの夢この夢 君にみえるかな
青い花を咲かすノヴァーリスのトビラを
明日が生まれるのは僕ら次第だって
世界がつながるよ 
「君の思い描いた夢 集メル HEAVEN」(Garnet Crow)

Can you see it in all of your dreams /
The Door of Novalis where the blue flower blooms
It is up to us to create tomorrow
Our worlds are connected
"The MÄR HEAVEN Where We Collect Your Dreams" (Garnet Crow)

There are quite some Japanese mystery stories with titles based on And Then There Were None, now I think about it. More than in English, I even suspect.

Two men and two women wake up to find themselves locked inside a nuclear bomb shelter. The last thing each of them remember is having tea with the mother of their friend Sakiko, who died three months ago in a car accident. Sakiko had invited her two friends, and their boyfriends for a triple date to the holiday villa of Sakiko's family (one of the boyfriends couldn't make it, so they ended up with five people). A big row between the friends resulted in Sakiko leaving the villa in her car, which was later found beneath a cliff. Sakiko's body was only retrieved from the sea much later, and the police deemed it an unfortunate car accident. It appears however Sakiko's mother disagrees with the police, as one can guess from the fact that she has taken her daughter's four friends prisoner as well as the message "You Killed Her" painted on the walls. The four friends think Sakiko's mother has gone out of her mind and try to escape the shelter, but as they talk about Sakiko's death, they realize that their assumptions about her demise might be horribly wrong in Okajima Futari's Soshite Tobira ga Tozasareta ("And Then The Door Was Closed", 1987).

Okajima Futari is the pen-name of a writing duo consisting of Inoue Izumi and Tokuyama Junichi, who wrote mystery novels together between 1981 and 1989 until they disbanded again. The name is derived from okashina futari, or "Two curious people". I had never read any of Okajima's novels before, though the few novels published have been received quite well by the Japanese mystery community and even experimented a bit with the genre, as they also wrote a mystery gamebook in 1986. Soshite Tobira ga Tozasareta is one of their later works.

In theory, I should've liked this novel a lot more than I actually do. The closed circle setting, where a group of people (among them the culprit) is isolated from the outside world is a a classic trope of mystery fiction, and for a good reason. The core mystery plot is combined with suspense elements as we know the murderer is among the group, and that any of them might fall victim without a chance to escape from their predicament. Many of the books I discuss here (especially Japanese ones, now I think about it) use this setting. Soshite Tobira ga Tozasareta at first seems to go the traditional way by locking everybody up in a bomb shelter, but this time, the characters are forced to think about a case that happened in the past, with no direct danger threatening the group. The setting is a highly original one (strangely enough, it's not the first time I've seen it in mystery fiction), and as time passes by, you can really feel how tense the atmosphere must be inside the small rooms, with the pressure building as each of the characters starts to doubt the others.

As the story is set inside the shelter from start to finish, the four characters are forced to rely on their memories of the day Sakiko died, occassionally helped by some "useful" objects they find inside the shelter that are also connected to the case. The book is thus completely built around the discussions the four characters have, and the deductions and recollections they have as they put their minds together. Ocassionally something mentioned by one person will help the memory of someone else, or one character remembers seeing the other acting awfully suspicious, etcetera. As the story progresses, what appeared to be an accident will take on the form of murder, and while I wouldn't say the plot is bad, it's also not especially engaging or exciting. The four recall things, talk a bit, fight a bit, and repeat. The revelations made are never shocking. In fact, it takes ages for the story to really move (it's probably only around the halfway point when you get enough material to deduce yourself), and everything up to that point is more filling in blanks in the tale, as each of the characters look back at the day of the accident. As for the truth that is revealed in the latter half of the book, it's a bit predictable.

What I myself really did not like however were the four characters, and especially the protagonist. While not in equal measures, I'd say each of them are in fact horribly selfish and selfishly horrible people and none of this would've happened if any of them had acted in a more decent way towards each other. None of them even needed to be good people, they just needed to be more thoughtful of each other to avoid all of this! The story has a rather melodramatic streak to it, with love triangles and more, but it kinda falls flat with this cast, as each time you learn more about the group, you realize how being just ever so slightly more considerate to the others would've resulted in well, an outcome without any death at all, and at least more persons with some happiness. Note also that these four are the only characters who appear in person in the book (other people only appear in flashbacks), and the whole story is driven by the conversations between the four, you may imagine how each page made it even more difficult for me to continue with this cast of characters.

So my first experience with Okajima Futari was not a particularly good one. Soshite Tobira ga Tozasareta has an original setting, but a mediocre plot, and horrible characters who are also sadly the focal element of the story, as everything is built around their conversations and interactions. I understand that the whole book is plotted around the fact that these four characters are being held prisoner, but I think I would've enjoyed the plot better without this plot device, without me having to deal with these characters all the time. Being locked up with them from start to finish can really drive a reader insane.

Original Japanese title(s): 岡嶋二人 『そして扉が閉ざされた』