Showing posts with label Takumi Shuu | 巧舟. Show all posts
Showing posts with label Takumi Shuu | 巧舟. Show all posts

Sunday, August 13, 2017

The Adventure of the Dancing Men

"There's an east wind coming all the same, such a wind as never blew on England yet."
"His Last Bow"

I've reviewed only one mystery game this year, it seems (and a couple of other game-related materials). Huh. Still have a few more planned for this year, but still, that's surprisingly few game reviews this year.

The greatest challenge facing the Meiji government in Japan around the turn of the 19th century was the modernization of all facets of the country, including its legal system. One year ago, Naruhodou Ryuunosuke made his way from the Japanese capital to Victorian London to study as British law as part of an official government exchange mission. He became friends with the brilliant, yet very eccentric Mr. Sherlock Holmes of Baker Street, the renowned detective whose exploits have become known all over the world thanks to the stories published in Strand Magazine. Ryuunosuke eventually made a name for his name in Old Bailey, as he learned that wherever on the world, defendants will always need the help of defense attorneys to stand by them in their time of need. The truth behind the at times zany, but always complex cases Ryuunosuke solved not only showed that London's perhaps not the bright place he imagined it to be, but little could he have guessed that all the adventures he had over the last year would all intersect and come together to reveal a truth about the darkness that envelops modern, enlightened London. Standing in court to protect other asks for courage from a defense attorney, but does Ryuunosuke also have the resolve to remain there even in the most difficult of times in the 2017 Nintendo 3DS game Dai Gyakuten Saiban 2 ~ Naruhodou Ryuunosuke no Kakugo ("The Grand Turnabout Trial 2 ~ The Resolve of Naruhodou Ryuunosuke").

Dai Gyakuten Saiban 2 is a direct sequel to 2015's Dai Gyakuten Saiban, a spin-off game of the Gyakuten Saiban / Ace Attorney game series. In this series of comedic adventure mystery games, you take up the role of a defense attorney solving cases and revealing the true culprits behind murders in the courtroom. The original series was conceived by Takumi Shuu, who would eventally leave the main series for side-projects like Professor Layton VS Gyakuten Saiban. He brought us Dai Gyakuten Saiban in 2015, which was a spin-off game set in the London of Sherlock Holmes, who also played a big role in the story. The sequel Dai Gyakuten Saiban 2 was long-awaited, mostly because the first game was clearly just the first half of a story: many plot points were not resolved in the first game, and this left a pretty bad aftertaste for what was in fact a fun game, but which was clearly not "complete". Whereas previous games in the series were always designed as standalone games, Dai Gyakuten Saiban simply could not stand on its own with all those unanswered questions and hooks, so fans were quite eager to see how Dai Gyakuten Saiban 2 would turn out.


The essence of Dai Gyakuten Saiban 2 is of course still same as always. The core has always been built around solid mystery plots with a good touch of comedy, set in the courtroom, featuring the so-called contradiction system. The player, as defense attorney Ryuunosuke, needs to point out contradictions between witness testimony and evidence. Pointing out a contradiction leads to new testimony, which in turn leads to new contradictions and by slowly unraveling the thread like a True Columbo, the player eventually figures out the identity of the true murderer. In the two Dai Gyakuten Saiban games, you'll also occasionally have to reason with the jurors in order to turn their guilty vote in one of not-guilty, which you of course do by pointing out contradictions in their lines of thought. Nothing has been changed in these mechanics for this second game, but you don't have to fix what's not broken, right? Finding contradictions by carefully comparing what the various weird witnesses claim, and the evidence you have at hand is still a great feeling, as you really feel that you, as the player, figured out what's wrong. I reckon that's how Columbo is feeling all the time. As you solve each contradiction one by one, you also gain better understanding of how each case unfolds, rather than havng a detective character explaining everything at the end of a tale in the denouement. Few games have come up with better ways to translate the "puzzle solving" of mystery fiction into such an intinuitive game mechanic.


Sherlock Holmes plays an important role in the Dai Gyakuten Saiban games, not only as a character in the story, but also as a game mechanic. The Holmes in these games is quite comedic, with a very silly side to him (don't forget, the stories in Strand Magazine are fiction!), and that side to him is also reflected in his deductions. For Holmes once said "From a drop of water a logician could infer the possibility of an Atlantic or a Niagara without having seen or heard of one or the other." and that is basically what Holmes does in this game. He presents brilliant deductions based on very small clues. The problem: He's usually looking at the wrong clue, which means that while his method is good, his starting point is usually wrong, which results in him arriving at very surprising (yet "brilliant) conclusions (to use the example above, he's supposed to start with a drop of water, but deduces a desert based on a grain of sand). In these scenes, you're supposed to 'guide' the flow of Holmes' deductions the right way by ever so gently indicating the correct clue/starting point. It's a very fun mechanic, that reminds of mystery writers like Queen, Brand and Berkeley, who often show in their books how chains of deductions can change completely just by adding or removing one single clue. Conan also often does the same by 'nudging' Kogorou in the right direction in Detective Conan. The presentation of these scenes is excellent by the way, showing off how Holmes' mind works in a very extravagant way, and there is one scene in particular in Dai Gyakuten Saiban 2 that is absolutely amazing.

So you use these mechanics (together with simply talking with all the suspects/investigating the crime scenes) to solve various cases over the course of the game, which brings us to the mystery plots. We are treated to familiar tropes like fantastical, yet baffling locked room murders (especially locked room murders, now I think about it), and most of the cases make excellent use of the setting of late nineteenth/early twentieth century, with some of them very unique to the time period. Efforts are of course taken so the 'modern player' knows what's up, but the fact that these cases work because they are set in that time period is definitely worthy of praise. There are some unique settings, like a Chamber of Horrors in a wax museum or a shabby apartment building with walled-up windows because of window tax, but also a case revolving around a daring scientific experiment gone wrong, which adds a bit of a steampunk feel to the setting. The London of this game is definitely not historically accurate in every detail, but the world-view is consistent enough for every player to know what is possible, and what is not, and that is the most important for a mystery story.


What I thought was unfortunate though was that a lot of the core mystery plots in Dai Gyakuten Saiban 2 were very easy to identify, as they come from fairly well-known stories. Of course, Takumi Shuu has often used famous tricks and scenes from mystery fiction in his game as a homage/reference (the original three Gyakuten Saiban games have several scenes straight out of Columbo for example), but in Dai Gyakuten Saiban 2, it is overly clear where the core trick came from, especially as the source material is not particular obscure. So each time, I was hoping it would turn out not to be the same as story X, only to find out that it was basically exactly the same as story X. I thought this was a shame, as Takumi is usually very capable of building much more around a basic trick, while this time, it seems the effort to rework these ideas into more original concepts was not as intensive. So while the main plots of this game make good use of the time period, I can't deny that it's also because they are based very obviously on stories that actually date from that time period. That said though, Takumi also makes sure to play with the fans' expectations of how things will go. It's something he already did in the first Dai Gyakuten Saiban, but he does the same in this second game (though arguably not as effective).

The experienced mystery fan, or specifically the Holmesians with us, will have a lot of fun picking up on the numerous references to the Canon though. Some familiar names are used in surprising ways, and there's even a very daring take on Holmes lore revealed near the end of the game. Some might find it lacking in respect for the original stories, but I absolutely loved it as an original way to play with the whole idea of Sherlock Holmes and Dr. Watson, and it's one that fits perfectly within the world of Dai Gyakuten Saiban (which doesn't pretend it's the ultimate interpretation of Holmes anyway. It's simply an original take on the character and everything around him).


As I mentioned earlier, the greatest point of criticism aimed at the first game was the fact that it was clearly just the first part of a longer story, with many plot points addressed, but simply unresolved. The marketing campaign for Dai Gyakuten Saiban 2 was thus very eager to emphasize that all the mysteries would be revealed in this second game, which it fortunately did. I can safely recommend people who played the first game and felt dissatisfied about the story to play this second game, as it really does answer all the pertinent questions you may have. But this second game also made clear that this story was really not meant to be split in two. Writer Takumi basically admitted in an interview that the scale of the story he came up with was too large for one game, but that doesn't mean it was a story fit for multiple parts/games. He simply wrote too much. Each of the games is quite long (I ticked in at around 24 hours for each game), so you could hardly expect them to have put everything in one single game, but the story structure makes it clear that most of the episodes originally belonged together, but were sliced up in two episodes, and in some instances, spread aross the two games. One episode in Dai Gyakuten Saiban 2 is closely related to an episode from the first game for example, but they would've worked much better had they been in the same game in terms of hinting, and in fact, I suspect that they originally did belong back-to-back, or that they were actually one story. The way Dai Gyakuten Saiban 2 relies so much on references (plot points/clues) to the first game, and especially the manner in which foreshadowing/clues are structured, make me suspect that this was always meant to be one big story.

There are of course mediums that split their story in two or more parts in an effective manner, for example the two live-action Death Note films or Rurouni Kenshin: Kyoto Inferno and Rurouni Kenshin: The Legend Ends, but that does not hold for Dai Gyakuten Saiban 2. I also think the structure of the Gyakuten Saiban series might have hindered the development of the Dai Gyakuten Saiban series. Traditionally, each game has always consisted of distinct episodes (which may or may not also have interlinking story elements), but I feel that some parts of the Dai Gyakuten Saiban series would've worked better as a contineous story, rather than arbirary seperating them in episodes. So following the Sherlock Holmes model, I think a "novel" structure would've worked better for some elements than the short story collection model.


Another reason why the two Dai Gyakuten Saiban games feel like they were originally one set is the extensive reuse of assets. Many characters, locations and music tracks return from the first game, making it difficult to differentiate them. The new tracks are all great, but there are only relatively few original compositions, so that's a bit disappointing. So while it really does look and sound great, there's also a great sense of déjà vu, again weaking the feeling that you're truly playing something new, instead making it feel like you're just playing the continuation of something that shouldn't have been split up in the first place.

Dai Gyakuten Saiban 2 ~ Naruhodou Ryuunosuke no Kakugo is an excellent mystery game, but it can not stand on its own. It works because there is a Dai Gyakuten Saiban that posed the questions answered in this sequel. The game offers, on the whole, interesting and captivating mystery plots that make good use of the unique setting, and it also plays a lot with the Sherlock Holmes character for surprising results, but from start to finish you feel that this is simply the second half of a story. So I can only recommend the game if you've played the first game. Together, they form a fantastic series of mystery games that rank among the best, but its ambition is also what makes each individual game not as strong on its own.

Original Japanese title(s): 『大逆転裁判2 -成歩堂龍ノ介の覺悟』

Tuesday, January 26, 2016

Murder on Air

"All the world's a stage"
As You Like It

About four years ago, broadcasting station NHK started with what has become an annual event: Nazotoki Live ("Mystery Solving Live"). What makes this mystery TV show unique is the focus on interactivity: viewers back home can participate with the show through the interactive button on their remotes, and try solve the case themselves from the comfort of their own couch. The show includes not only of a mystery drama part, but also includes a live broadcast from the studio, where three studio guests try to solve the case, together with the other TV viewers. At set times, the drama part is paused, and the guests and viewers at home are asked questions related to the mystery drama. Everyone has a few minutes to think and answer. Correct answers result in points and the guests and the home detectives naturally all aim for a perfect score. After the intermezzo, the drama will continue again, and so forth until the whole mystery has been revealed.

Mystery author Ayatsuji Yukito was a studio guest for the second episode of the show, but this time, he was asked to write (and do a guest cameo role in) the fourth show, broadcast on two consecutive nights (23-24 January 2016). Also surprising was the appearance of Takumi Shuu as one of the studio guests: Takumi is the original creator of the Ace Attorney game series, so a person familiar with mystery fiction, as well as mystery fiction in the form of games in particular.

Shikakukan no Misshitsu Satsujin Jiken ("The Murder Case of the Locked Room of the Square House") isn't just the title of this year's show, it's also the title of the latest episode of the in-universe TV show Kigurumi Detective. While the script isn't finished yet, the basics are already decided: a man obsessed with cubes and squares is murdered in his mansion, inside the study which was locked from the inside. The members of Detective Club CATS, Miko (the brains) and Momo (photographer), as well as Momo's brother (policeman), are helping the production as 'experts' on the genre. The wealthy uncle of the director of the show also gave the studio permisson to film in his mansion, providing the perfect background. But the filming isn't going smoothly: the scenario writer won't finish the script, several of the crew members have personal issues with others and Miko even has to study for her university entry exams. But the biggest problem is of course when someone is found stabbed to death inside the study. Precisely like the episode the crew was about to shoot, the victim was found stabbed to death in the study, which was locked from inside. Can Miko and Momo, and more importantly, the viewer figure out who the murderer is?


This was the first time I watched the show (not live though), and it was a very unique experience. Shows like Ellery Queen, Furuhata Ninzaburou and Anraku Isu Tantei already featured elements of interactivity. Ellery Queen and Furuhata Ninzaburou always asked the viewer if they managed to figure it out too right before the detectives revealed the solution, and Anraku Isu Tantei actually gave viwers a whole week to think and send in their solutions. What makes Nazotoki Live unique is of course the fact it's a live show. This also translates to the way the show is structured. The shows I mentioned above only asked their questions at the end of the show. Nazotoki Live however constantly draws the viewers, and the studio guests, out of the drama to test them on their thinking. The story is structured to have several 'Thinking Points', where the studio guests have to show their deductions. For example, the first 'assignment' the studio guests got was to deduce how the locked room murder in the Kigurumi Detective episode was committed. They (and the viewers back home) are given about ten minutes to think things over and decide on their ideas. The drama then continues, revealing whether the guests got it right or not. Repeat a couple of times until the last question, which is of course: Whodunit?'


The show takes on a very game-esque structure. The guests are given cards to help them with their deductions. Character Cards naturally have all the characters (suspects) of the show, while Data Cards record all the revelant facts to the case. Guests have to answer the questions with these cards (for example: "Who Is The Murderer?" or "Based on What Fact Does Miko Think It Might Be Murder?"). TV viewers also have access to the same cards, either through the interactive menu on their TV or via the official website. The use of 'data cards' is something you see extremely often in mystery games: from the Ace Attorney games (which uses "evidence" and "profiles") to the Detective Conan games and many, many more. The cards are very useful, because there's just so much information. This is where the older show Anraku Isu Tantei dropped the ball, being way too complex without supplementary materials to help the viewer. That said: I think that the show is still a bit difficult if you only watch the TV broadcast. The Data Cards are really handy to get everything sorted out in your head, so it's advisable to have a smartphone or laptop near you with the official website on your browser.


The presence of the three studio guests is also very entertaining. I once wrote a post about how it's fun to observe how people tackle mystery fiction each in their own way. In that post, I talked about Game Center CX, a TV show where a comedian plays videogames and comments on them. Nowadays "Let's Plays" videos have become popular: footage of people playing games and comment on what they're doing. Nazotoki Live has elements of that, as we follow the three studio guests as they think out loud about who the murderer is. And it's pretty fun to see everyone arriving at different conclusions for different reasons. One of the reasons I watched this episode was because I wanted to see Takumi Shuu (creator of the Ace Attorney games) in action, and you could clearly see he was used to thinking 'according to mystery fiction rules', while Makita Sports, who has been a studio guest for all four episodes, deduced based on his experience with the show ("That wouldn't been good TV-wise"). The viewer is also shown the results of the polls of the participants back home, but those are not as interesting: it's much more fun hearing the studio guests explain their choices, rather than seeing a bunch of graphs.


And to bring it back to the actual mystery plot of the show: it was a very fair, but also complex whodunit plot, as expected from Ayatsuji. The plot features fairly 'standard' whodunit procedure: figure out the characteristics of the murderer and eliminate all the persons who do not fit the profile until you have your murderer (see also this post on clues in mystery fiction). Shikakukan no Misshitsu was an excellent example of how to do a deep, but also very fair mystery plot, which you can solve as long as you carefully consider the meaning of each clue. Whodunits like this actually don't need much imagination to be solved, because at the root, they are constructed like puzzles and have a very mechnical feel to them. Turn a puzzle piece around often enough and you're bound to see where it fits. Both the guests in the studio and the viewers back home have more than a fair chance at solving the mystery themselves with the material available to them and in fact, the studio guest come really, really close.

What deserves special mention is the last scene of the first episode. It features a brilliant reveal that should go in the canon of visual mystery fiction. It manages to turn everything, all your deductions up to that point, up side down without even one word spoken. Ayatsuji excels in these moments, where he can create a turnabout with minimal tools. Everything in your head changes, but it's never confusing; you instantly understand why everything is different now and it's very satisfying. What's also interesting is the setting of a film crew: Ayatsuji used this device together with Arisugawa Alice several times when they wrote Anraku Isu Tantei.

For preservation, I will briefly explain what this reveal is (it does not spoil the identity of the murderer). Spoilers for Shikakukan no Misshitsu!! (Select to read):

Throughout the episode, viewers at home are led to believe the victim was killed in the study in the mansion. In the last scene of the first episode, one of the main characters stares up at the ceiling at the crime scene as he sits down on a sofa lost in thought. The camera follows his eyes, revealing there is no ceiling in this study, and showing studio lights. The murder had in fact been committed on a set identical to the study in the real mansion in a film studio. This fact turns the whole case around (as at first, the main suspects were the people at the mansion at the time of murder; now it's the other way around) and I can't praise the way this is revealed enough. Not a word is uttered, but you realize you've been had once you see the studio lights hanging high above. 

Shikakukan no Misshitsu was in several ways a very entertaining watch. The mystery plot itself was great and really makes fantastic use of its medium. And the way the show focuses on 'the solving' aspect is also very amusing: thinking along with the studio guests gives a stimulus you wouldn't get otherwise. I wonder if similar shows exist outside Japan?

Original Japanese title(s): 『謎解きLive 四角館の密室殺人事件』

Sunday, July 26, 2015

The Adventure of the Unbreakable Speckled Band

"I am the last and highest court of appeal in detection."
"The Sign of Four"

In the late Victorian era, it might have taken two months or so, but nowadays, it doesn't take long for a parcel from Japan to arrive in Europe. Of course, unless there's a labor strike with the mailmen. Then a simple game might take three weeks to get delivered, instead of less than a week.

The turn of the 19th century. In the several decades since the Meiji Restoration, Japan has been making giant steps in the course of modernity. One of the big legal reforms is the 1893s Advocat Law, which legalized the existence of defense attorneys who would act in the interests of their defendant clients. The English language major student Naruhodou Ryuunosuke is one of the first people to "enjoy" this new reform, when he is accused of a murder on an British gentleman in the Japanese capital. He somehow manages to prove his innocence, but circumstances bring him all the way from the Far East to the British Empire, where he is to study law as an exchange student. Ryuunosuke learns that friendship is universal, as he gets acquainted with a certain consulting detective called Sherlock Holmes. But at London's Old Bailey, Ryuunosuke also realizes that no matter where on the world, defendants will always need help in the courtroom. Especially if the trials are as zany and complex as in the Nintendo 3DS game Dai Gyakuten Saiban - Naruhodou Ryuunosuke no Bouken ("The Grand Turnabout Trial - The Adventures of Naruhodou Ryuunosuke", 2015).

Dai Gyakuten Saiban is the latest entry in the long-running Gyakuten Saiban / Ace Attorney series of courtroom mystery games. The series was originally conceived by Takumi Shuu (and created with a team of just seven people!), but by now it's grown out to one of developer Capcom's biggest franchices, with spin-off games, comic books, a live-action film, theater plays and even a musical. Three actually. The original games are set in the nearby future, with lawyer Naruhodou Ryuuichi (known outside Japan as Phoenix Wright) defending his clients and unmasking murderers in exciting, but also hilarious courtroom trials. Personally, I think the series is responsible for some of the best mystery videogames of all time and I'm a big fan of Takumi's writing. Takumi Shuu was not involved with 2013's Gyakuten Saiban / Ace Attorney 5, as he himself was heading a new project of his own as the director/writer: Dai Gyakuten Saiban is intended to be the first in a completely new spin-off series, set around the turn of the 19th century. While the game's protagonist is the forefather of the protagonist of the main series, Dai Gyakuten Saiban can be played without any knowledge of the rest of the series.


The heart of the series has always been solid mystery plots with a good touch of comedy, set in the courtroom and built around a contradiction sytem: the player, in the role of defense attorney Ryuunosuke, needs to point out contradictions between witness testimony and evidence. Finding a contradiction leads to new testimony, which in turn leads to new contradictions and by slowly unraveling the thread like a True Columbo, the player eventually figures out the identity of the true murderer. Dai Gyakuten Saiban borrows some systems from Professor Layton VS Gyakuten Saiban (also penned by Takumi Shuu), for example having multiple witnesses on the stand at the same time and them reacting to each other. At the same time, it introduces a new Jury Trials system, where Ryuunosuke gets one final chance to convince the six lay judges in changing their guilty vote in a not guilty one by pointing out contradictions between the ideas of the various judges. Think 12 Angry Men. This latter system is not completely new, as it is still built around contradictions, but it is definitely a welcome addition: it visualizes the 'flow' of the trial, as at set times the jury members cast their votes, making it more obvious whether you're winning or losing the trial (and it feels great when you manage to change six guilty votes into not guilty votes).

While it is still a courtroom mystery game at heart, the new setting in the rather old late Victorian era gives the series a fresh boost. Takumi already experimented with the theme in Professor Layton VS Gyakuten Saiban, which had a medieval fantasy theme. Dai Gyakuten Saiban's London manages to provide surprising ideas to the player, as the city is both a familiar and 'strange' setting: most people will know about 19th century London, but there are still unfamiliar elements that feel refreshing to the modern mystery reader (gamer). The concept of Dai Gyakuten Saiban is interesting not just as a courtroom drama set one century ago, it's also one of the few games that is a Sherlock Holmes pastiche/parody (with a more goofy Holmes than most people are used to), as opposed to the many, many videogames featuring a 'faithful' Sherlock Holmes.


In fact, the presence of Sherlock Holmes provides one of the new innovations in this game. In Dai Gyakuten Saiban, Sherlock Holmes is as brilliant as ever. Maybe even too brilliant. In the original novels, Holmes once said "From a drop of water a logician could infer the possibility of an Atlantic or a Niagara without having seen or heard of one or the other." Dai Gyakuten Saiban's Holmes certainly is capable of doing that, but the problem is that he is usually looking at the wrong thing, meaning his deductions go the completely wrong way (in a rather brilliant matter). Sherlock Holmes helps Ryuunosuke out in investigations outside the courtroom, but because Holmes' deductions have a tendency to be slightly misdirected, Ryuunosuke sometimes has to 'correct' the great detective. The new "Joint Deduction" system allows Ryuunosuke to find the flaws in Holmes' deductions and help 'bend' the flow of Holmes' deductions in the right direction by switching out keywords in Holmes' flow of deduction.

This new system is not difficult, but oh-so-fun. In a way, it reminds of mystery writers like Queen, Brand and Berkeley, who often show in their books that deductions can change very easily just by adding or removing one little piece in the deduction chain. And of course, helping the deduction of a great detective by nudging him in the right direction is something Conan does A LOT in Detective Conan (where he often has to correct "great detective" Mouri Kogorou's slightly askew deductions by little hints). In fact, I so hope there'll be a Detective Conan game someday with a similar system.


As for the mystery plots; there are some very interesting concept to be found in Dai Gyakuten Saiban. While most cases start out rather simple, the discovery of each new contradiction usually leads to new confusion, slowly making each case more and more complex with each new step. This is basically the opposite of Gyakuten Saiban 5 (not written by Takumi), which always started with 'big' baffling situations right from the start. The third episode, a locked room murder mystery in an omnibus (horse-bus), is probably the best in the game, also becauses it delves deeper into some themes touched upon in earlier games. Other episodes have very original motives, exciting new ways of using the visual medium in a detective story, or feature interesting ways of "legally" cornering the true culprit (as often seen in the best of legal myseries). There are also some ingenious parts where themes and tropes from an earlier episode are mirrored in a later episode in a sort meta-hint-fashion. Interesting is that most of the cases feature a locked room mystery, or more broadly said, an impossible crime angle.

With Sherlock Holmes appearing in Dai Gyakuten Saiban, you can bet there's also a fair share of Holmes references. Episode two in particular is heavily based on a very famous Holmes short story, but manages to add enough original material (and a lot of meta-comedy familiar to Holmesians) to keep it interesting. There are plenty of references to be found in other episodes, both obvious and less obvious ones, so that adds an extra layer of amusement for Holmesians. Until now, I've only read two Sherlock Holmes pastiches from Japan (Shimada Souji's Souseki to London Miira Satsujin Jiken and Yamada Fuutarou's Kiiroi Geshukunin, which both also featured a certain famous Japanese writer in the story. Funnily enough, Dai Gyakuten Saiban is now the third Japanese Holmes pastiche I know also featuring that person.)


As a game, Dai Gyakuten Saiban has attractive visuals as well as an absolutely amazing soundtrack. The one major drawback to the game however is that Dai Gyakuten Saiban is 'incomplete' as it is now. Several important plotpoints are not resolved within this game, with plenty of questions left unanswered and elements still wanting for much more attention. There are simply too many sequel hooks. Previous games were in principle always designed as standalone games, with no major question left unanswered. This is the first time in the series that so obviously anticipates a sequel and it really hurts the game, as finishing the game does not feel nearly as satisfying as with earlier games.

Dai Gyakuten Saiban is certainly one of the most interesting mystery of the last few years, with solid courtroom mystery plots in an original setting, a daring approach to translating detective stories to actual gameplay and an amusing take on Sherlock Holmes lore. Yet, I can't deny it feels incomplete, leaving you wanting for more for the wrong reasons.Still, it's overall a more than solid mystery game that should keep you hooked on the game screen for any hours.

Original Japanese title(s): 『大逆転裁判 -成歩堂龍ノ介の冒險』

Friday, June 19, 2015

Playback

Memento mori

Every time I write a game review, I hope more mystery-focused blogs will discuss mystery videogames one day. Games are fiction too!

Most videogames end with your death, but the videogame Ghost Trick (2010) starts with your death. Protagonist Sissel awakens, looking down at his dead body, only to realize that he is 1) dead and a ghost now and 2) he has no recollections at all of his life... when he was alive. Right next to his dead body, a confrontation between a girl and a hitman results in the murder of the girl, and Sissel surmises his death is connected to that incident too. Sissel then finds out he's got strange ghostly powers now: his ghost can move around by jumping between, and possessing items and even cause them to move ("trick"). What's even more important: by 'possessing' dead bodies, he can jump back in time until four minutes before the time of demise of the body, and by using his new "trick" powers, he can actually prevent the deaths and thus alter time. Realizing the key to finding out why he's dead is the girl who just got herself killed, Sissel saves her life and decides to use his new ghostly powers to find out what is going on that night, why he's dead and most importantly, who he was when he was alive.

(Screenshots are from the iOS version, because they were much easier to find)


Most names tagged on this blog are mystery novelists, but Takumi Shuu is a very special exception. While he is definitely a writer of mystery stories, he works in the game industry and thus his creations are videogames and not novels. There are plently of writers whose works are adapted into videogames, but Takumi Shuu is one of the few people who writes mystery stories that are designed to be videogames from the outset. He made his name as the creator/director/scriptwriter of the Gyakuten Saiban / Ace Attorney videogames, a quirky courtroom comedy-mystery series that succeeded very well in translating the mystery-solving qualities of a detective story to a videogame mechanic that asked the player to actually participate in thinking along (see also this essay by Takumi about mystery videogames). Ghost Trick, originally released in 2010 on the Nintendo DS, was a completely original IP by Takumi, that was nothing at all like Ace Attorney as a game, but still strongly rooted in the mystery genre Takumi so loves. I played the game when it was originally released, but hadn't touched it since then, so I thought it was a good time to revisit the game now on its fifth anniversary (to the day!).

As a mystery story, Ghost Trick is really well done and brimming with originality. Playing a ghost on a quest for his own identity? The story develops in a fantastic pace as you jump between scenes with wonderfully colorful characters who all seem to be connected somehow to Sissel's death and the way the mystery is unveiled as you dig deeper is something to remember. And while some sour mystery fans might cry out that things like ghosts possessing items or time-traveling aren't 'realistic', I can only say it's their loss if they ignore this game. In fact, because Ghost Trick is a game, these concepts are completely fair, as the rules of the game are made very clear right at the start! I love mystery stories where the author goes the extra mile to come up with special circumstances that 1) are fun for the reader and 2) are of importance to the plot and Ghost Trick is an excellent example of how to do fair-play mystery with supernatural elements. By the time you arrive at the last chapter, you'll be surprised how well hinted and structured Ghost Trick is, as you look back and you hit yourself when you realize that that line or that scene had those meanings, like you do with the best of mystery fiction.


I loved the game when I first played it five years ago, and I enjoyed it again this time, but it was only this second time I realized how detached the actual gameplay mechanics are from the story sometimes! In Ace Attorney, the main game mechanic (pointing out contradictions in testimonies) is an integral part of the story. In Ghost Trick however, the narrative and the gameplay feel a bit detached. When you actually control Sissel, you can only move by possessing items: you jump from one thing to another to get from A to B. The item Sissel is possessing can also be used, so when Sissel is possessing the remote control of a TV or a lightstand, he can also switch it on or off. Most often, you use these powers (together with your travel-back-to-four-minutes-before-death power) to prevent the death of somebody (Luck has it that a lot of people connected to Sissel's death die that night). For example, in the very first scene, Sissel manages to postpone the murder on the girl by the hitman a little by possessing a bicycle and distracting the hitman with its bell. Usually, you have to possess, and use a whole series of items within the four minute time limit to succesfully prevent a death, resulting in Rube Goldberg-esque scenarios. Slowly finding out what items to use in what order to create what effect is fun, and these puzzle sections are very reminiscent of the classic game The Incredible Machine. Possessing items and somehow changing destiny never bores and the game throws enough new things at you at set times to keep you on your toes.

But often, these (otherwise great) game sections feel somewhat detached from the main narrative. Sometimes the narrative about Sissel's past and other shady business going on that night is suddenly stopped rather artificially with another unlucky death which Sissel has to prevent, after which the narrative continues again. At one hand, you're solving the mystery of Sissel himself (the main plot), and then you have these gameplay sections, which are completely different (solving the problem of how to prevent a murder/ get from A to B). Not all prevent-the-death sections (or even just 'get from A to B' sections) feel essential to the plot (i.e. could have been left out with slight rewriting), and the inclusion of some game sections felt rather arbitrarily, as if just to fill a quotum. Ghost Trick is not a long game (nor does it need to be because the plot is strong), but I think the game could have been shorter and still just as fun. The integration of plot-game mechanic was much stronger in Ace Attorney (solving contradictions was 'part' of the game, as well as a way to move the plot forward) and while both plot and game mechanics are fun in Ghost Trick, the integration between the two is less strong. Don't get me wrong, the plot-game integration in Ghost Trick is still much and much stronger than most other games: it's just Takumi has done better in the past.


Ghost Trick has a very unique look with excellent animations by the way and as expected from Takumi, the plot and characters are written with a very distinct comedic touch. In fact, I find it disappointing that these kind of comedic, almost slapstick characters are so very rare in mystery fiction. Bold colors, smooth and theatrical animations, it might not be the first thing you think of when thinking of mystery fiction, but it certainly aren't mutually exclusive terms.

Anyway, Ghost Trick is a great game, with a fantastic story and simple, yet satisfying puzzle-solving game mechanics. Is it better than Takumi's own Ace Attorney series? No, I don't think so, because for me, Ace Attorney is simply better as an example of how to present the 'logical puzzle-solving' element of mystery fiction in game-form. Ghost Trick on the other hand is a mystery story, that focuses on mechanical puzzle-solving and in comparison, these game sections are not as tightly connected to the narrative as in the Ace Attorney series. But despite that, Ghost Trick is a fun game that shouldn't be missed by any fan of the mystery genre.

Saturday, December 1, 2012

To Switch a Witch

"If she weighs the same as a duck..... She's made of wood"
"And therefore?"
"A witch!"
"Monty Python and the Holy Grail"

Many moons ago, I bought my Nintendo DS for the sole purpose of playing the courtroom battle detective game Gyakuten Saiban / Phoenix Wright: Ace Attorney after seeing this awesome trailer. And then I switched over to a DS Lite, put gave clear instructions that 'my' DS has to play at least one Gyakuten game once a year. And once again, I bought a new game system to play one game.


Professor Layton vs Gyakuten Saiban (Nintendo 3DS) is a grand crossover between Level-5's Professor Layton series and Capcom's Gyakuten Saiban series, the former being a quirky adventure game built around the premise of solving (mostly non-story related) puzzles, while the latter is an adventure detective game built around the premise of courtroom battles. And I like both series. So there was no way I was going to miss this release. Especially not when I heard that Takumi Shuu, the original creater / scenario writer / director of the main Gyakuten Saiban series was involved with the scenario.

The game starts with both professor Layton (and assistant Luke) and ace attorney Naruhodo (and assistent Mayoi) getting involved with a mysterious girl called Mahone in London. After their respective encounters with the girl, both the Layton and Naruhodo duo end up in a mysterious place called Labyrinth City, a medieval town where magic and witches exist. Mahone ends up being arrested for suspicion of being a witch (with her seemingly incinerating two robbers with fire magic according to the witnesses) and it is up to Naruhodo to defend Mahone in the Witch Trials. And Layton is there solving random puzzles and the mystery behind Labyrinth City, like he always does.

This game really did it right by making witch trials its subject, because it is a theme that fits both the Professor Layton and Gyakuten Saiban series. What's more, it brings all kinds of new elements to the familiar courtroom battles of Gyakuten Saiban that really make it a must-play for fans of the series (the Layton part of the game is sadly enough not as interesting, with few interesting puzzles). I already wrote about how detecting works within the Gyakuten Saiban games (multiple times by now), so I will mostly look at the new things here.


And witches are definitely new. Whereas in the main Gyakuten Saiban series, you are 1) trying to prove your client's innocence and 2) trying to find the real culprit, you are doing something completely different here. Technically, Mahone is tried for being a witch, not for killing two men with magic. Naruhodo thus isn't trying to find the real culprit (witch) or trying to prove Mahone didn't kill anyone, he has to proof that Mahone isn't a witch. Which requires quite a different approach to the trials.

One might also wonder, how does a detective game work in a fantasy setting where magic and witches exist? (It is actually a bit like this) Well, by having rules to magic (akin to how alchemy works in Fullmetal Alchemist). In Layton vs Gyakuten Saiban, there exists three conditions to magic: a witch must be holding a staff as she casts magic, she must say the proper enchantment for it to work and the staff she is holding must be equiped with the proper magic stone for the type of magic she wants to cast. These conditions form the foundation upon Witch Trials are based.


The clear rules to witchcraft is what makes Layton vs Gyakuten Saiban work as a fair detective. While set in a fantasy setting, Takumi Shuu made sure that the player knows what is possible (and not) even in a world where magic exists, thus preserving a fair-play setting. Like I mentioned in my review of Mori Hiroshi's Subete ga F ga ni Naru, not knowing what is possible can have great effects on how one perceives/enjoys a certain detective story. A bit back a Guess the Criminal script presented at the Mystery Club also revolved around the existence of youkai and such, but the clear presentation of the rules of the game made it a very enjoyable story.

Abstractly seen, the whole witchcraft setting isn't that different from what you usually do in Gyakuten Saiban though: like always you're on the lookout for contradictions made by witnesses by comparing testimonies with evidence. This time however, Naruhodo is also in possession of the Complete Works in Witchcraft, where you can check what rules exist for the different kinds of magic. What is considered common sense, might be different in a world where witchcraft exists, but it is the same logic with which you find the real murderer (witch) in this game.


The other big difference in the Witch Trials compared with the main Gyakuten Saiban series is the mob examination. Instead of listening to each witness' testimony after another, you are now forced to crossexamine multiple persons at the same time, with sometimes extra people suddenly dropping in and out! It is supposed to emulate the chaos Takumi envisioned when imagining how a witch trial would proceed, and it works. Witnesses react to each other's testimonies, resulting in some very unpredictable trials. Suspense in its storytelling has always been a staple of the Gyakuten Saiban series and it is only strengthened by the mob testimonies.

It's because of these additions that the Layton part of the game feels underwhelming. Whereas the courtroom segments (i.e. the Gyakuten Saiban part of the game) have all kinds of new things, the Layton part of the game (exploration of the town, solving logic puzzles) features nothing new. In fact, it's not nearly as interesting as a real Layton game, as this game features fewer and easier puzzles compared to full-fledged Layton titles.


Though I have to admit: the new elements in the courtroom segments aren't always used as effectively as I would have liked (especially the Complete Works on Witchcraft feels underused) and the last trial segment is too long and not particularly interesting actually. The Gyakuten Saiban part of the game reaches its climax relatively early in the game, sadly enough.

Some other non-detective points of interest: the game has great production values, as expected from Level-5 (responsible for main programming). Animated sections, music, voiced lines. Seeing Naruhodo as a 3D model (instead of sprites) actually works and the orchestrated music is simply amazing (seriously, I want this running in the background if I ever get to accuse someone of murder). Too bad they used Narumiya Hiroki as Naruhodo's voice actor though: he played a solid Naruhodo in the live-action movie, but he just doesn't work as a game/animation voice actor. It's been a while since I heard such boring voice-acting (well, April actually).

Anyway, this is must-play material for fans of both series, naturally. It especially poses interesting stuff to Gyakuten Saiban fans, as expected because of Takumi's involvement with the development, but Professor Layton vs Gyakuten Saiban also serves as a great example of how to effectively present a fair detective story within a fantasy setting.

Original Japanese title(s): 『レイトン教授vs逆転裁判』

Tuesday, September 4, 2012

"Objection!"

「ぼくの名前は、成歩堂 龍一。3ヶ月前に弁護士になったばかり、今日は始めての法廷だ」
『逆転裁判』

"My name is Phoenix Wright. I became a laywer just three months ago and today is my first time in court
"Phoenix Wright: Ace Attorney"

Ever since I played first played Gyakuten Saiban (Phoenix Wright: Ace Attorney), I've considered it as one of the most memorable detective stories ever. Heck, I easily rank the series as more fun than a lot of 'conventional' detective fiction (books) and I always find it a shame that even though a lot of mystery blogs out there do seem to discuss movies (and occasionally audio dramas), they very seldom discuss videogames. The medium might be different, but it is certainly not one unfit for the genre and it is a shame a lot of readers seem to miss out on great stuff, just because it is in a slightly different medium (the same for detective comics like Conan by the way). The Gyakuten (Ace Attorney) series really offers a unique experience, which everybody should have tried.


I had missed seeing the Gyakuten Saiban live action movie when it was first shown in the Netherlands earlier this year, so had I wait for the home video release. Which was last week. In the near future, crime rates have risen so high, that a new judicial system has been implemented to cope with the problem. Under the Initial Trial System, trials will last for a maximum of three days, as to speed up the process. In these trials the prosecution and defense only have to focus on the question of the defendant's guilt, with the actual punishment being determined at a later stage. With the high turnover rate in this world, trials have also grown out to be a kind of high speed consumer good: trials are open to the public to view and the battles between prosecution and defense remind of the gladiator games in ancient Rome. Enter rookie defense laywer Naruhodou Ryuuichi, who has taken the grand case of defending Ayatsuji Mayoi (Maya Fey), who is accused of murdering her sister, who also happened to be Naruhodou's boss at the law office. Will Naruhodou be able to turn the case around and find the real murderer?

Gyakuten Saiban is a condensed version of the first game and a mighty interesting movie too! It is an actual good movie based on a videogame, though still not without its faults. One problem might be the fact that it tries very hard to fit in most of the first game in its two-hour run and especially the first 20 minutes of the movie can be hard to follow if you're not familiar with the original source, I think. It runs at a very high speed, with lots of happenings and most of all: Gyakuten Saiban features its own, particular and unique world, which might be hard to get into if you have not played the game. The above mentioned Intial Trial System is one, but Gyakuten Saiban also features some very unique character appearances (almost all of them being faithful reproductions of the game, including Naruhodou's spiky hair) and a distinct sense of comedy. The summary above might sound very dark and gloomy, but Gyakuten Saiban is definitely a comedy. It might hard to catch all that in the first half of the movie. Are you able to get into this world view, then you're in for a treat. A great comedy-detective with its own face and featuring some of the most memorable scenes in detective fiction. And a lot of fingerpointing!


If one is to compare this movie to the Takarazuka Revue musical, I would say that the latter actually feels closer to the videogames though. Despite the singing and dancing and added romance plots. Visually, the movie is much closer to the original, but the motions of the characters in the game were reproduced more faithfully in the musical. Which doesn't make it better automatically though: it's just that the dialogue and movements of the characters are much closer to the game in the musical than in the movie. Overall, the movie works much better as a stand-alone product though.

As a fan of the game, it is almost impossible for me to not compare it to the original. So I won't even try. The game is naturally quite a bit longer, so a lot of the human relations (Naruhodou - Mayoi, rival prosecutor Mitsurugi and police detective Itonokogiri) feel a bit downplayed in the movie, as there was just not as much time spent on it as in the games. But the visual designs of the characters made it all over perfectly and while the set design is very different from the more colorful videogames, I really like the darker look to the world, with the bright characters running around there. Director Miike also made use of a very cool way of showing the audience the evidence used in the trials, which is a crucial concept in the original game. It is one thing to say someone is wrong and to show him the supporting evidence for that, it is another thing to actually throw the evidence at that person's face. And the occasional use of the music from the videogame in the movie soundtrack is fantastic. At the right moments, you'll hear the great music that is so much a part of the Gyakuten series. 


I have mentioned countless of times that I absolutely love the Gyakuten videogame series. Heck, in a not-so-distant-past, I even wrote my bachelor's thesis about the use of role language in these games! The great thing about the detective plots in these games is the way they are told. We have locked room murders, seemingly impossible crimes and other 'grand' tropes, but there are also 'normal' poisoning cases and seemingly ordinary murder cases here, but even these latter 'simple' cases are made memorable because of how Takumi Shuu, the original creator, wrote the stories.

He mentions it in this essay, but there is an inherent contradiction in detective fiction: readers want to solve the mystery themselves, but they also want to get surprised. And now try to change that into a detective videogame. Players want to get surprised by the mystery, but the game must also be beatable, the player must be able to complete the game themselves. With fighting games, you might expect a player to train, but that is more difficult with detective stories. Well, Takumi wrote all of his stories focusing on contradictions. No matter how big the case, if we look at his storytelling as a sort of grammar, then the smallest unit in Takumi's storytelling is the contradiction.


How is this implemented? In 'normal' fiction, the reader is presented with a big problem (i.e. a naked body found in a department store), with the detective going here and there looking for clues and presenting his conclusions in the denouement. In the Gyakuten games, there is still the big problem, but the road towards the final solution is cut into little pieces, the contradictions. You assume the role of Naruhodou in most of the games and during the trials in the game, witness make statements which usually contain something that contradicts the evidence you have. Why did that witness say he was watching TV, even though I have a report that there was a power shortage? Why did that witness say the defendant hit the victim with his right hand, even though he is left-handed? These may seem like small problems, but eventually, these little problems lead back to the main problem (usually murder). So the player is expected to solve these little contradictions one by one, which in turn slowly lead towards the truth. If a conventional detective works towards the solution of a problem once, than the Gyakuten games are a constant series of little solutions, that in turn lead to the solution of the main problem (like this).

What makes this so fantastic is that the player is never bored. Everytime you manage to explain a contradiction, you find yourself in the particular situation of having brought forth a new contradiction by solving the previous one (and usually, these new situations are not particularly saving your case). You are constantly challenged with new problems that you need to solve on the spot, and your back is against the wall practically all of the time. There is a sense of pressure and with constantly changing circumstances, this is a prime example of presenting a detective story, which often can be quite boring if sticking to the murder-investigation-denouement model, in new and exciting ways.


ADDENDUM: The way the characters keep throwing new evidence towards each other, leading to new contradictions and views on the murders is reminiscent of the way Columbo often spoke with his suspects: coming up with small contradictions, allowing the suspect to present a plausible explanation, which in turn led to new contradictions. In that sense, it is not new per se, but the tempo of Columbo and Gyakuten Saiban is very different, with the little confrontations regarding contradictions in Columbo being more of a tool, while it is a fundamental part of the storytelling in Gyakuten Saiban.

Anyway, sorry for this sidetracking, but this type of storytelling is also present in the movie, which makes it a very interesting kind of detective movie: it is much more action-packed than a movie like Green for Danger or The Devotion of Suspect X, and I don't mean action-packed in the sense of the Sherlock Holmes movies. It is action-packed because the detective plot is presented to the viewer with a distinct rhythm, which allows those with a quick head to think along (or even out-think) the protagonist, which is one of the joys of detective fiction. But unlike 'conventional' detective movies, where you have to wait until the ending, Gyakuten Saiban keeps you on the edge of the seat, constantly bombarding Naruhodou and you with new problems to solve. Like the videogame, this feels like a new format for detective movies, very strongly related to thrillers/adventure movies, despite being an orthodox detective movie!

Hmm, this review definitely lost its direction halfway through. But anyway, this is definitely a must-see for fans of the videogames and it works as a standalone comedy detective movie too, though it might be hard to get in the beginning. If you're able to get accept the unique world of Gyakuten Saiban, then you're in for a great movie which brings a new dynamic to detective movies!

Original Japanese title(s): 『逆転裁判』 

Thursday, May 26, 2011

『ミュージカル演出家殺人事件』

「どう?さすがに席ついたらテンション上がってきた?」
「全く・・・やっぱりミュージカルは苦手ですね」
「食わぬ嫌いだから。見たら絶対好きになるよ」
「普通に会話してたのに突拍子もないタイミングでうったりするじゃないですか。あれはどうも」
『33分探偵: ミュージカル演出家殺人事件』

- "Well? Excited now we're in our seats?"
- "Not at all... I just don't like musicals."
- "That's because you never tried it! You'll love it when you see it!"
- "They just have an normal conversation and then suddenly go around singing and stuff, right? I don't really..."
"33 Minutes Detective: The Musical Star Murder Case"

Books.... Check.
Movies.... Check.
TV shows.... Check
Games.... Check
Radio drama.... Check

Oh, I haven't done stage productions yet!

Takurazuka X Gyakuten Saiban ("Turnabout Trial"). When it was announced that a collaboration between the two would be performed in 2009, I was quite surprised. An all-female musical based on a mystery courtroom battle videogame?

What. Were. They. Thinking.

It wasn't like I had something against the Takurazuka Revue, but it just seemed so... unlikely a combination. Professor Layton VS Gyakuten Saiban is at least a fairly logical crossover, while a live action movie based on the Gyakuten franchise doesn't sound that strange either (I don't really like Miike as the director though). But Takarazuka X Gyakuten Saiban?

What. Were. They. Thinking.

In Gyakuten Saiban - Yomigaeru Shinjitsu ("Turnabout Trial - The Revived Truth"), everyone has become a bit more feminine and they all developed the tendency to suddenly dance and sing, but the premise here remains the same as in the Gyakuten games: a courtroom battle mystery. However, the setting of the story has been changed from Japan to California, with everybody going by their American names (because Takarazuka musicals are supposed to be 'make-believe' worlds for the viewers to escape to, so no musicals are set in modern Japanese society). Phoenix Wright (Nick for friends) is a young lawyer, who takes up the case to defend Leona Clyde, his old girlfriend. She has been arrested for the murder of a Diet member, but with photographs of the deed being done and Leona's own confession to the murder, it doesn't seem like there is much room for doubt. Nick however refuses to give up on Leona and swears to find out the hidden truth. In court! In America!

The musical is mostly based on Yomigaeru Gyakuten (US version: Rise from the Ashes), a chapter which was retroactively added to the original game in 2005. It was written by the creator of the original stories, Takumi Shuu  and a very lengthy addition too, which resulted in a somewhat convoluted story. But it had several interesting ideas too: the same man being murdered twice, at the same time, at completely different places! The Queen-esque double/triple/quadruple solutions piled on each other! The final ace up Nick's sleeve in court! The Blue Badger!


Too bad they cut out all those awesome parts for the musical adaption (so no double murder at two seperate places). I have no problems with the inserted love story (which is probably a must for a Takurazuka musical), but it's so bad to see that a pretty smart story has been dumbed down to this. I understand that much had to be cut to keep the length of the musical in check (so I have no problems with cutting away the middle part of the story), but but the final 'evidence' is nearing the absurd and basically just a very, very bad rewrite of what happened in the original story. A person watching this as a) a Takarazuka fan or b) a normal Gyakuten Saiban fan wouldn't be too disappointed, I think (ignoring people who are definitely going to whine about how the character relations have been changed), but looking at it as someone who not only likes Takumi Shuu's original characters and humor, but also his detective plots, I can't help myself being disappointed with the bad rewriting.

Everyone being played by females didn't feel strange at all actually and the random singing and dancing... was not that intrusive (although I guess calling singing and dancing in a musical intrusive would be kinda strange). I was kinda hoping they would sing and dance in the courtroom during testimonies or something (spoilers! they don't).  I have seen bits and pieces of the sequel musical and that one seemed to have an original story with seemingly more clever tricks, so maybe they improved on the mystery part in the sequel.

Original Japanese title(s): 『逆転裁判 蘇る真実』 (loosely based on 『蘇る逆転』

Saturday, February 26, 2011

「弁護士は諦めの悪さが肝心」

「検事として犯罪と戦っていくのか、弁護士として人を助けていくのか。」
『逆転検事2』
"Will you fight crime as a prosecutor, or help people as a defense attorney?"
"Turnabout Prosecutor 2"

One tradition I have is that I play at least one game in the Gyakuten (“Turnabout”) series every year. The quirky detective adventure game series (released in the west as the “Ace Attorney” series) was actually the reason for me to purchase my Nintendo DS and I have not regretted it a bit. And to be honest, the Gyakuten series offer me something few other media can give me. Characterization in novels have never been able to get me as much as visual media and I think some readers might have noticed it already, but I read detective novels mostly as an intellectual challenge. I’ll re-visit this topic in the future, but detective games for me have mostly been very story-heavy, leaving little space for interesting gameplay. The Gyakuten series is one very rare example that managed to combine my love for puzzle-plot detective stories with interesting gameplay and fantastic characters. Murder cases that involve magicians flying away after they committed a murder, the actor of The Evil Magistrate in a children’s show being skewered by the hero of the show, murders seemingly committed by people possessed by spirits and flying angels, it’s really all classic stuff! Add some amazing music and you have one very happy fanboy.


While all games in this series are split up in several criminal cases, like a short story collection, one staple of this series has always been that series creator, scenario writer and director Takumi Shuu managed to link those stories together with one clear storyline in a very satisfying way. While solving several cases, you slowly learn more about the characters and small events, which always culminate in a Grand Finale. Gyakuten Saiban (“Turnabout Trial”) (GS) introduced us to Naruhodou Ryuuichi (“Phoenix Wright”), a rookie attorney and to the question of what makes a good defense attorney. GS2 showed us a fundamental gap in Naruhodou’s beliefs, while GS3 gave us the past and present of Naruhodou and one of the most rewarding storylines I ever encountered in fiction. GS4 then gave us the fall of Naruhodou as a defense attorney, a new protagonist in rookie attorney Odoroki Housuke (“Apollo Justice”) and the limitations of the judicial system.

Gyakuten Kenji (GK) (“Turnabout Prosecutor”), a spin-off not created by Takumi, made recurring antagonist prosecutor Mitsurugi Reiji (“Miles Edgeworth”) the protagonist, focusing on his fight against an international smuggling ring. As the protagonist is a prosecutor and not a defense attorney, the game moved from its court-based story setting (as that’s where the defense attorney defends his client), to a crime-scene-setting, as the prosecutor, together with the police, looks for the culprit to prosecute. While I liked the game, one problem I had was that the overall storyline wasn’t as involving as the previous storylines. Previous storylines had been quite personal and thus much more rewarding, while a fight against a smuggling ring is more like ‘part of the job’ (yes, there was something personal about it, but not as big as in previous games).

Aaaaaaand that’s why I really loved Gyakuten Kenji 2. The newest game in the series was released early February and something I had been looking forward to for quite some time now. This time, the overall story line was great. As you can guess from the introducing quote, protagonist Mitsurugi is posed with the question how he wants to proceed. As a prosecutor. Or like his father, like a defense attorney. For people who have played the games until now (especially GS), this must surely be an interesting theme! New characters are actually memorable this time (compared to the first game), with a quirky defense attorney Shigaraki and the "first" rate prosecutor Ichiyanagi ("...'first'?!") as my favourites.

I plan to write something about gameplay mechanics in video games in the near future, so I won’t go into the gameplay mechanics in this post at all. It'll suffice to say that the game is built around contradictions between evidence and testimonies. As for the stories, they are once again full of contradictions to find. The second case, Gokuchuu no Gyakuten (“Turnabout in Prison”) is a wonderful Queen-ish story, with a prison-setting (yes, a man is murdered in prison!) and a grand search for the murder weapon. The third case is a great piece of story-telling, as it features two parallel storylines, one in the present, one in 17 years ago. You switch between the two and slowly unravel the (connected) truth in both cases. The final cases should be played back-to-back, as it all builds up to a grand finale. I don’t want to spoil too much, but memorable scenes in this game include a man seemingly killed by a…. gigantic Gojira-esque monster, a girl being attacked by a man who can apparently walk in the air and a murder during a dessert-baking contest.

While I usually go deeper in the stories in these reviews, it’s harder for me to do so for two reasons. As the overall storyline in these games is essential, I don’t want to spoil too much. And secondly, for some reason, it seems etiquette doesn’t allow me to spoil as much about video games plots in reviews than for books. Or other media. Don’t ask me why.

I do like this big storylines in short story collection format though. Like Christie’s The Big Four. But actually executed well. For me, it combines the best of both worlds and even offers something more. The interconnections between the cases in the Gyakuten cases, be it actually connections between characters and the like, or just thematic connections, really made the series stand out from the rest and offer a detective story with characters I actually care for.

But by now, I really won’t mind if Takumi Shuu would come back as scenario writer/director of the series to continue with the Gyakuten Saiban series.

Original Japanese title(s): 『逆転裁判』、『逆転検事2』

Oh, awesome orchestral music: 岩垂徳行 - 御剣怜侍 ~異議あり!2011 (Iwadare Noriyuki - Mitsurugi Reiji ~Objection! 2011)