Wednesday, February 15, 2017

Double Sin

邪魔はさせない  わが道行くぜ
戦え! 戦え!戦え! 戦え!
戦え! オタキング
「戦え! オタキング」(辻谷耕史)

I won't let anyone stop me! I'll go my own way!
Fight! Fight! Fight! Fight!
Fight! Otaking!
"Fight! Otaking!" (Tsujitani Kouji)

I have read some books from South Korea and China in the past, but I'm sure this is the first time I ever read a book from Taiwan.

Hú Jié's Wǒ Shi Mànhuà Dàwáng ("I Am The Great King of Manga", 2013) starts with the twelfth chapter in the novel, which details the discovery of the liveless body of the father of the Fāng family. Mother had just come home after a week of absence when she discovered her husband's body together with the student neighbor. The only other person inside the house was the twelve year old son, who had been locked inside his own room from the outside. The story then jumps back in time, back to the first chapter, to the start of two distinct storylines. In the uneven chapters, we follow Little Jiàn, son of the Fāng family, who aims to become the Great King of Manga (comics) to earn the respect of his fellow classmates. In the even chapters, we follow father Zhihóng, who has a tough time at work, but tries to give his son the one thing that pleases him: manga. But as the story continues, we slowly work towards an inevitable fact: death.

The Soji Shimada Mystery Award is a Taiwanese literary award which started in 2008 and was obviously set-up with the help of Shimada Souji. Several publishers around the world work together for this award, and the winning works are translated and published in several countries, including Japan, China, Taiwan and even Italy. Hú Jié won the third award in 2013 with Wǒ Shi Mànhuà Dàwáng, his debut novel. At the moment, this remains his only published full-length novel, as he has only published short stories since. I read the Japanese translation of his debut novel, titled Boku wa Manga Daiou, by the way, which was published in 2016. The cover shown in this review is also from the Japanese version.

To be completely honest, as a mystery novel, Wǒ Shi Mànhuà Dàwáng is a bit disappointing. The problem is that the whole novel basically revolves around one trick, one mystery gimmick, but from the start it's rather obvious what Hú Jié is trying to do. By the time the truth is revealed, you're not surprised or shocked or anything. It's something most readers will have seen coming ages ago. The actual execution also leaves room open to questions. It's not quite science-fiction, but it does seem more than a bit unbelievable the way it was done here. In general, a simple mystery plot isn't bad on its own (a solvable mystery is always better than an unsolvable mystery), but there needs to be something more to attract the reader. The main focus here falls a bit flat, being both obvious and odd in execution. The murder of the father has something like an element of an impossible crime to it too, but that part is even less surprising. I think a better balance between the two parts would've resulted in a better novel overall.

The book does portray a very interesting look on the world of manga (Japanese comics) in Taiwan in the 70s. Manga, as a product of Japanese popular culture, has had a weird history in both South Korea and Taiwan in the past, being former colonies of Japan. Series were often heavily localized as to erase any signs of "Japaneseness" from them, with changed names and settings, but they were popular nonetheless. Wǒ Shi Mànhuà Dàwáng features a lot of talk by Little Jiàn and his classmates on the manga that were popular at the time, like Mazinger Z, but also on the various pirated publications of these series in Taiwan. You'll find out quite some interesting things about the history of these classic manga in Taiwan as you read this book. The way manga are used in the mystery plot is also kinda neat, though as I said, this was not enough to really make the mystery plot impressive.

The way the book focuses on both a young and adult protagonist through its two storylines, one in a 'child' society, one in an 'adult' society kinda reminded me of the family-centred stories of Higashino Keigo. Given Higashino's popularity worldwide, I wouldn't be surprised if he had served as some sort of inspiration for this novel too. I think that people interested in reading the human drama and looking at 'other' societies so typical of Higashino's work will appreciate Wǒ Shi Mànhuà Dàwáng.

Wǒ Shi Mànhuà Dàwáng was quite different from what I had expected (or hoped) it to be, and that resulted in a somewhat disappointing experience. I think that going in different expectations will probably result in a different, more positive reading. The book offers an interesting, almost nostalgic look on a child's life in Taiwan some decades ago, but as a mystery novel, it is lacking.

Original Chinese title(s):  胡杰 『我是漫畫大王』. Japanese version: 胡傑 『ぼくは漫画大王』

Wednesday, February 8, 2017

Hotel Dusk

「いや、人は疑うべきだよ。多くの人は誤解しているけれど、人を疑うことは、つまりその人間を知ろうとする行為なんだ」
『Liar Game』

"No, you should be doubtful of people. Most people get this wrong, but to have doubts about someone, means you're trying to get to know that person."
"Liar Game"

Despite its popularity, I have to admit I never played Mafia.

Following the events in the first novel of the Danganronpa Kirigiri series, Kirigiri and Yui continue their hunt for the Crime Victim Salvation Committee, a secret organization that provides revenge murder plans and the means to commit them to crime victims. They discover that the Committee considers this all to be a game: they provide the murderer with means, but they also invite a detective to the crime scene. The whole confrontation between murderer and detective is a form of entertainment for the Committee's sponsors: a battle of wits for survival. If the murderer wins, they get their revenge and are offered a new life, if the detective wins, the murderer will have a rather large debt to pay back to the Committee.

A new lead brings Kirigiri and Yui to Norman's Hotel, which was abandoned after a guest went on a killing spree. Inside the decrepit hotel, the two young detectives find out that more people have been lured to the hotel with the promise of a special auction. All ten people, including Kirigiri and Yui, are however trapped inside the hotel, and are forced to participate in a variant of the well-known Mafia/Werewolves game. Each participant is given money and the instructions to be inside their room each night when the auto-lock switches on. However, each night, once the auto-lock is activated, the Murderer will start with their rounds, holding a master key. The only person who can stop the Murderer is the Detective. Each evening, "Detective Rights" are auctioned. The winner is given the title Detective and immunity that round (can't be killed by the Murderer), and also receives a master key, with which they can free the others from their rooms. The first night, efforts are made to save everybody from their rooms as quickly as possible, but despite precautions a murder still happened, inside a locked room, with the only exit being observed by a witness! Can Kirigiri and Yui solve this impossible murder and catch the Committee in Kitayama Takekuni's Danganronpa - Kirigiri 2 (2013)?

This is the second novel in the Kirigiri spin-off series of the Danganronpa video game series, focusing on the early years of Kirigiri Kyouko's career as a detective. As I mentioned in the review of the previous book, each book features its own seperate case(s), but the books do form one big narrative together, so it assumes you have read the previous book (which explained how Kirigiri and Yui became friends and how they first learned about the Crime Victim Salvation Committee). This book focuses on the Detective Auction storyline. Knowledge of the main Danganronpa series is not neccesary at all.

The murders organized by the Crime Victim Salvation Committee have an inherent game-like quality to them. The murders are meant to be shown to the sponsors as a form of amusement, so the battle of wits between murderer and detective is always fair, and has clear rules. The murderer is given the advantage with all the murder plans and means, but the detective (who is chosen by the Committee without their knowledge) for example is given seven days (168 hours) to solve the case once they have opened the notification letter and they can not be killed by the murderer under any circumstances (the detective can also just ignore the notification). What is even more interesting is that the detective is actually sent a list with everything the murderer got from the committee, from the type of murder plan purchased to other objects provided. The list is shown at the start of the story, so you are told right away there'll be a locked room murder, and that it's set in a hotel, and this and that will be used. The thing is: there's no context. The detective (and the reader) will have to figure out themselves how all those elements will be used in the murder plan. This is an extremely original and daring way to start a detective story, basically giving you the grocery list already, but not telling you whether the cook will be making a pie or a stew.

In the Detective Auction, this game-like element is emphasized, because the murder plan is executed through an actual game, with its own set of rules (that go on top of the rules of the Comittee). Buying "Detective Rights" in an auction, outsmarting the others, etcetera: it's all very reminiscent of a series like Liar Game, and that is not a bad thing at all. In fact, Danganronpa - Kirigiri 2 remains very exciting throughout, as the cast not only tries to solve the murder(s), they must also figure out a way to win the auction in order to secure the Detective Rights (if the winner of the Detective Rights doesn't want to save the others, the others are screwed). Like always with these kinds of stories, the crux lies at a very close reading of the rules and being just a bit more clever than the rest. Great, engaging stuff going on here.

The impossible murders (yes, multiple of them) in this novel are always fairly clever (even if they are basically the same trick repeated).  Like I mentioned earlier, the story already tells you what sort of murder you can expect, and what will play a part in those plots, but it is still up to the protagonists, and the reader, to figure out how everything fits together. While I have a few questions about the logistics of this murder plot (you'd need to do a lot in little time), it is, fundamentally, a great impossible murder plot, with proper hinting (both through the 'grocery list', and through 'normal' hints in the story). What makes this plot especially impressive is that it is intricately connected to the above mentioned "Detective Auction". The synergy between these two sides is amazing, and really a good example of having all things in a story work together.

This book is almost twice the length of the previous book (despite being only slightly more expensive), and while the first book kinda felt like an extended short story, Danganronpa - Kirigiri 2 was truly a novel-length experience. The books definitely aren't cheap though, compared to other (Japanese) soft-cover releases, but this one is a lot more cost-effective than the previous book.

Danganronpa - Kirigiri 2 was a great mystery novel overall, that manages to flesh out the elements introduced in the first book in unexpected, but very welcome ways. The fusion it offers between 'game' and 'murder mystery' is excellent and I can only hope the next book will be at least as good as this one. The only 'but' I have is that it is part of a series, and while knowledge of the bigger Danganronpa series is not necessary, it's probably better to start with the first book of the Dangannronpa - Kirigiri novels.

Original Japanese title(s): 北山猛邦 『ダンガンロンパ 霧切り2』

Wednesday, February 1, 2017

Sea Breeze in Yokohama

波の上漂う海月をみるのが好きで
いつまでもどこか遠い世界想い馳せるよう
「君という光」 (Garnet Crow)

I like watching the jellyfish floating on the waves
Like I am always thinking of a world faraway
"A Light Called You" (Garnet Crow)

Man, I love these covers. The previous book had the same kind of cover, with blue and yellow, but they look really great.

Three members of the Kazegaoka High School Newspaper Club decided to visit the Yokohama Marumi Aquarium for a special report on the place. The aquarium is a small local aquarium that doesn't appear in the major tourist guides, but it has been an appreciated cornerstone of Yokohama for many years. The Newspaper Club managed to arrange a behind-the-scenes tour and interview with the director, but their interview is cut short in the most cruel way, when one of the trainers is thrown inside the shark tank with a cut neck: the shark made sure little was left of the victim's upper body. Police investigations quickly show that the murderer must have attacked the victim on the catwalk above the tank in the 'backyard' of the aquarium (the off-limits area) and then thrown him in the tank, but interrogation of the suspects leads to a surprising conclusion. While they have eleven suspects, from the other trainers to office workers to the vet and a part-time cleaner, they all have perfect alibis! As the police investigation doesn't appear to be going anywhere, the leading inspector decides that even though he really doesn't want to, he needs to ask the help of Urazome Tenma, the brilliant Kazegaoka student who solved the Gymnasium Murder some months earlier. Tenma, who lives illegally on school grounds, agrees to solve the alibi problem (in exchange for a new AC unit in his room) in Aosaki Yuugo's Suizokukan no Satsujin ("The Aquarium Murder", 2013).

Aosaki Yuugo's 2012 debut novel, Taiikukan no Satsujin ("The Gymnasium Murder") was a fantastic, Ellery Queen-inspired impossible murder mystery. The book even featured an alternative English title, The Black Umbrella Mystery, which invoked that Queen spirit too. Suizokukan no Satsujin continues in that spirit and likewise features an extra English title: The Yellow Mop Mystery and yes, a mop will turn out to be very important to the plot.

Taiikukan no Satsujin was one of my favorite read mysteries in 2015, because it was a great fusion between a young, high school student cast (including light, funny banter) and an extremely intricate mystery plot that was anything but juvenile. The way it used Queen-like logic-based reasoning to solve a mechanical locked room mystery was amazing, and while the trick itself was not surprising, the way otaku-detective Tenma arrived at the solution was. So I had high expectations of its sequel.

But I have to say I am not as positive about Suizokukan no Satsujin. The biggest problem is its enormous pool of suspects (eleven persons). A lot of the investigation is focused on the alibi of all eleven suspects, and by that I mean you need to keep in mind the exact movements of all these suspects up to the minute! It is utterly unbelievable that on any common workday, people would remember their movements up to the minute ("I was in the office until 09:57, had a talk with X in the hallway until 10:03, then had a coffee at 10:05, etc."). If it's like in Ayukawa Tetsuya's Kuroi Trunk, where there was an investigation into one specific person's alibi (using a train), okay, this approach can be both believable and viable, but not for eleven persons moving around in an aquarium. It's just too much, and after a while the reader loses interest with all the specific time-stamps. The large number of suspects reminds a bit of Arisugawa Alice's debut novel, Gekkou Game, which suffered too from a bit too many homogeneous suspects.

Like any proper Queen-inspired mystery novel, Suizokukan no Satsujin focuses very much on physical clues (objects) and their use. Deductions are made by looking at the state of an object, and imagining what actions, or knowledge, could have resulted in that state, and said deductions lead to new insights, which again bring new light to other objects/circumstances, etc. (see also this post on clues). Like the alternative English title suggest, a mop left near the shark tank proves to be of importance in this story, and while I admit that the final solution revealed is quite impressive on a technical level, I'll also admit that it didn't do as much to me as I had expected. Maybe I had already been exhausted by the constant alibi-checking of all those suspects. Halfway in the book, Tenma already reveals something of importance, and I thought that was much more exciting than the actual conclusion of the story. But I'll say that at a technical, plot level, this book is really well done. I just didn't feel as invested in this story as with Aosaki's debut novel.

Oh, and like with the previous novel, this book has something extra to offer if you know your manga and anime. Protagonist Tenma is a huge otaku, and he drops references left and right. These can be very subtle, and I only managed to catch a couple of them (I am especially bad with more recent anime), but man, it'd be difficult to do Translator's Notes for this book! I myself am proud I caught the Maison Ikkoku one (Maison Ikkoku is awesome).

Overall, Suizokukan no Satsujin is a well-constructed mystery novel, but it's also a novel where "less is more" applies. I think I'd really have enjoyed this novel better if it had been less detailed. Now it's just overwhelming and after a while, you just stop caring where X was at 09:56 and at 10:14. But now, I can only recommend this book with "Yes, but...".

Original Japanese title(s): 青崎有吾 『水族館の殺人』

Saturday, January 28, 2017

New Classmate of the Dead

「自分を信じるな!俺を信じろ!お前を信じる俺を信じろ!!」
 「グレンラガン」

"Don't believe in yourself! Believe in me! Believe in me who believes in you!!"
"Gurren Lagann"

I just realized this third entry in the Danganronpa series took ages to release. For people playing the English releases, the wait has not been that long, but for people who play the original Japanese releases, it's been a wait of almost 5 years since the last game...

Sixteen high school students awake to find themselves inside an abandoned school building. They have no recollection of how where they are, how they got there, why they're there, or even of each other. The only thing they remember that each of them is considered to be the "Ultimate" of their respective fields of interests, resulting in a diverse group consisting of people like the Ultimate Cosplayer, the Ultimate Inventor and the Ultimate Detective. Outside, they see that a gigantic dome surrounds the school ground, making it impossible for anyone to make their way to the outside world. A group of cute-looking, but highly dangerous robotic bears led by the black-and-white Monokuma explains to the group of sixteen that they are students at the Gifted Prisoners Academy and that the only way to escape from the school is to murder someone, and get away with it. A class trial is held after each murder, where the surviving students have to debate about the identity of the murderer. If the final majority vote on the identity of the murderer turns out to be correct, the murderer will be executed and the game goes on, but if the murderer manages to fool the rest of the students and lead them to a false conclusion, all the other students will be executed while the murderer will be granted freedom. While at first, none of the students show any intention of participating in such a mad game, it doesn't take long for Monokuma's hints about the outside world and the lost memories of the group to break their will and then the first murder occurs... Can the students of the Gifted Prisoners Academy survive these deadly class trials and find out why there are held captive in the PlayStation 4 / PlayStation Vita game New Danganronpa V3 - Minna no Koroshiai Shingakki (New Danganronpa V3 - A New Semester of Mutual Killings for All, 2017)?


New Danganronpa V3 is the third installment in the Danganronpa series developed by Spike-Chunsoft. The psychodelic presentation and the script filled with pop culture references of the original Danganronpa (2010) gave the quirky courtroom mystery game about a group of sixteen Ultimate high school students of Hope's Peak Academy forced to kill each other a unique vibe and it became a surprisingly big hit. Danganronpa was followed by Super Danganronpa 2 in 2012, where a new group of sixteen students were forced to participate in the mutal killing game, while the fictional universe was explored in spin-off games and novel series like Danganronpa/Zero and Danganronpa Kirigiri. The 2016 TV series Danganronpa 3 formed the end of the storyline that started with the first game.

The 2017 videogame New Danganronpa V3 on the other hand is, as the title suggests, a new start for the series, moving away from the previous storylines and introducing us to a brand new cast and setting. It's actually something only a game series can pull off, now I think about it. Even with a new cast and setting, the player will without a doubt recognize V3 as part of Danganronpa series, because the framework is still the same: it's still a mystery game, the game mechanics are mostly the same as previous games, the art and writing style is the same and there's even plenty of reused music. Only the contents (story) is different. It is nonetheless a different game, even it is also clearly Danganronpa. It's something you can't do effectively with a book for example, as there is no true iconic 'framework' in which to present a novel (save for book design/cover, but that can only convey the 'series' feeling in a limited manner, in my opinion).


Anyway, New Danganronpa V3 is supposed to be a sort of soft 'reset' of the Danganronpa franchise, but at the core nothing has changed. Once again the player is presented with a closed circle situation with sixteen students, with them having to solve the murders they commit among themselves in a courtroom setting, whilst also trying to figure out why they are being held captured at the school by Monokuma. Between the murders, you'll wander around the school (in a 3D map) to solve some simple puzzles, but also spend quite some time nurturing friendships with your fellow students. And yes, it really sucks when a student you befriended is killed in the next chapter, or turns out to be the murderer, though that is what makes Danganronpa what it is: you never know who might turn out to be the murderer, and the person who is always cheering you up might actually also be busy planning an elaborate murder plan to escape from the school. This closed circle atmosphere, where you never know who might get killed and who might kill, is something you can't really find in other (passive) mediums like novels and one of the things that make Danganronpa such an unique experience.

As always, the plot can be roughly split in two: the overall story, about why the sixteen students are being held at the Gifted Prisoners Academy, and the seperate murders that happen among the students (in essence a connected short story collection). The individual cases in New Danganronpa V3 were quite enjoyable. As always, they're all impossible crimes (usually a locked room mystery). While in terms of difficulty, I'd say they're just slightly more complex than the (too simple) ones from the first game, the murder plots in V3 were more innovative and original, and therefore fun, even if it was often easy to deduce what had happened even before the class trials started. Apparently mystery writer Kitayama Takekuni (who also writes the Danganronpa Kirigiri spinoff novels) cooperated on the mystery plots for this game. Kitayama is known as a master of impossible situations with a physical trick behind them and you and you can definitely sense his hand in some of the cases. Some of the cases also make fantastic use of the rules and tropes of Danganronpa's unique fictional universe and even the videogame medium itself. These murder cases are really only possible in this game and nowhere else, and thus offer some truly unique ideas. The fourth episode for example features an original setting for a murder plot, somewhat reminiscent of Komori Kentarou's Lowell-jou no Misshitsu. The seperate cases here show that a mystery plot does not need to be utterly complex to be amusing and rewarding. The overall storyline though has, as always, its share of problems. The overall idea behind the SURPRISE (it's never really a surprise) finale is okay (in a Kyomu he no Kumotsu manner), but the execution is longwinded, boring and simultaneously too ambitious and lazy. It's quite a disappointment in comparison with the smaller cases. The parts of V3 are better than the whole.

 
As always, the mystery solving gameplay is inspired by the Ace Attorney games, and has the player mainly pointing out contradictions in the utterances of fellow students with the help of evidence and testimony found during the class trial debates (though unlike the Ace Attorney games, there is an action-element involved in Danganronpa, where you need to act quick and have precise control). By pointing out contradictions, you come to new insights, which drives the plot and class trials forward. New in V3 is the ability to lie: occasionally the debate comes to a standstill, but you can lie to force a breakthrough in the debate. It's used only used sparingly though (but adds some replay value as there are some alternative debate routes you can explore through lying). There are also some other minigame-esque segments that also come in play during these mystery-solving debates, but to be honest: they were horrible. Most of them were 'reimagined' versions of game mechanics of the earlier two games, but for some reason all of them have made a turn for the worse. Seriously. I finished V3 and I still don't get how that one rhythm game works, even though I had no problems with its variations in the previous two games.

New Danganronpa V3 is a surprisingly difficult game to explain. At times, it feels like nothing but a somewhat uninspired remake of the first game, and with some game mechanics changed for the worse and (once again) a somewhat chaotic ending, it's easy to look at V3 as a very large step backwards compared to Super Danganronpa 2 or even the original game. Yet if you look at the seperate cases and the things they do there, I have to say I really enjoyed those cases. V3 really has some of the most interesting cases of the whole franchise (from a mystery-plot point of view). So yeah, I'm quite torn by this game. Perfect, it is certainly not and on the whole, it isn't a step forward for the series either. But there are some brilliant moments in here that do make this game worth the time if you're a fan of the series. The game will be released for English markets later in 2017 with the title Danganronpa V3: Killing Harmony.

Original Japanese title(s): 『ニューダンガンロンパV3』

Wednesday, January 25, 2017

Play It Again

Please Set Disk Card
(Famicom Disk System boot-up screen)

Prologue

You wake up in a room to find you have lost your memory. Next to you lies a small pocket-sized book. On the cover are a young man and a girl, with a backdrop featuring a great mansion, gravestones and what appears to be the horrifying image of a ghostly samurai warrior. You look at the title. Famicom Tantei Club - Kieta Koukeisha. While you have no memory of who you are and what happened to you, you do know you can read Japanese and, you interpret the title as Famicom Detective Club - The Missing Heir. The title sounds familiar. Perhaps this book has something to do with your past. The cover also notes this book is part of the Famicom Adventure Game Book series. Flipping the book open, you find out it was written by Ikeda Misa and published in 1988. The introduction explains that this is no normal novel, but a game book, where the reader can choose their own destiny. You are shocked to find out that your own situation mirrors that of the book: a young detective lost his memory after a nasty fall of a seaside cliff, and the only clue he has is that he was investigating the suspicious death of Ayashiro Kiku, head of the Ayashiro clan, in the small village of Myoujin. All of Kiku's relatives appear to have a motive for killing her, but then more murders happen, and the villagers think that Kiku has risen from her grave to avenge her death. As you read on, you become convinced this book will serve as a clue to regain your memories.
Go to 1.

1

You are convinced this book will be the key to retrieving your memories. But in what way? What should you do next? (You can't choose the same option twice).
Find out more about Famicom Tantei Club ⇒ Go to 2.
Find out more about gamebooks ⇒ Go to 3.
Read the book ⇒ Go to 4.
Quit investigation ⇒ Go to 5.
2

You decide to first find out more about Famicom Tantei Club. Luckily, you come across a lengthy review on some random blog on Japanese mystery fiction. Apparently, Famicom Tantei Club was a mystery adventure game series developed and published by Nintendo. While Nintendo hasn't touched this series for twenty years now, it still has some cult status as one of the creepiest games Nintendo has made in the past. In all three games, the young detective protagonists has to solve a murder case related to local legends and ghost stories. The book you know hold in your hands is an adaptation of the first game in the series, which was also published in 1988 with the exact same title. The story of the game, featuring serial murders among a wealthy family living in a secluded village and legends of the dead reviving is obviously inspired by Yokomizo Seishi: in fact, Sakamoto Yoshio (co-creator of acclaimed game series Metroid), who wrote and designed the original game, had little experience with mystery novels and had only read some by Yokomizo, which is why the atmosphere of the game feels so familiar. The gamebook adaptation of the story is largely similar to the game, but there are still some changes that will certainly surprise people who have played the original.
Add (F) to your inventory.
Learn more about the book ⇒ Go to 1.
Quit investigation ⇒ Go to 5.

3

A gamebook, also known as a Choose-Your-Own-Adventure book, is a type of fiction where the reader can participate in the story themselves by making choices. The choices you make lead to different narrative branches, all with varying outcomes. Some gamebooks also feature extended systems, like inventory mechanics or luck mechanics with dices. Sound/visual novel games, such as Kamaitachi no Yoru and Machi are in fact nothing more but (highly complex) gamebooks brought in digital form (which seperates them from adventure games like Ace Attorney). Gamebooks were especially popular in Japan in the 1980s, with many gamebooks being published based on Famicom (NES) games. The book you are holding now was also published during the gamebook boom. In this book, you are given choices like where to go next, or what to ask to whom. As you progress, you collect clues and red herrings (which you add to your inventory as alphabet letters), which allow you to eventually solve the case.
Add (G) to your inventory.
Learn more about the book ⇒ Go to 1.
Quit investigation ⇒ Go to 5.

4

You realize that this book is quite unique, as it's a detective gamebook, whereas most gamebooks are in the fantasy genre. The story in this book is basically the same as the original game (though it does have some surprising changes), but adds in more narrative branches and game over scenarios, some of them quite original and almost hilarious (there is no game over in the original game). A gamebook is a distinctly different experience from a normal novel: here you are forced to make a choice every couple of paragraphs (or even sentences). As such, it's definitely more interactive than a normal book, as you keep flipping back and forth through the book as you keep notes of your clue inventory. In detective stories with a Challenge to the Reader, the reader is often asked to present their own chain of logic to prove who the murderer is. In regards of having to deduce something, this gamebook is very simply. In fact, most of the time, the protagonist will make the connections himself and at set times, the book will also help organize all the hints you've collected until then. What does make this gamebook difficult, and interesting as a detective gamebook, is that you do need to collect all the necessary clues yourself. Forgetting to ask someone something crucial, or accidently going to the village instead of to the doctor's might mean you'll miss out on an important clue. Some clues are vital to proceed in the game, and without them you're forced into a game over scenario. There are also red herrings, which can also prevent you from getting to the end of the story, as simple possession of them already means you're fooled by them. In a Challenge to the Reader-type of story, the story presents you with all the clues, and then asks you to deduce the truth yourself. In this gamebook, you'll have to find the correct clues yourself, but then the story will deduce the truth for you. It's a very different type of experience, but quite unique and a neat way to apply the gamebook mechanism on a detective story. This book is really difficult by the way. Even people who have played the original game will sometimes get tripped up by fake clues and there's very little leeway for mistakes on your way to the end.
Add (C) to your inventory.
Learn more about the book ⇒ Go to 1.
Quit investigation ⇒ Go to 5.

5

It might be time to wrap up your investigation of this book. As you examined it, you could faintly feel your memory returning.
Inventory check.
Do you have (F), (G), (C) and (X) in your inventory? ⇒ Go to 6.
If not ⇒ Go to 7.

6

It is impossible to have X in your inventory. You cheat! As you do not take your investigations seriously, you are unable to retrieve your memories.
BAD END

7

Do you want to want to put the book away?
Yes ⇒ Go to Epilogue.
No ⇒ Go to 1.

Epilogue

You suddenly remember everything. You were so captivated by Famicom Tantei Club - Kieta Koukeisha that you were walking around reading it, and you slipped on the rug in the living room, hitting your head, causing temporary amnesia. Even though you already knew the original game (or perhaps because), you really enjoyed this gamebook, as it was a surprisingly good example of how to do a mystery story in the form of a gamebook. You are now convinced of its possibilities and hope to find more of these.

HAPPY ENDING

Original Japanese title(s): 池田美佐 『ファミコン探偵倶楽部 消えた後継者』

Sunday, January 22, 2017

The Gentle Rain From Heaven

ペガサス幻想(ファンタジー) そうさ夢だけは
 誰も奪えない心の翼だから
「ペガサス幻想」(Make-Up)

Pegasus Fantasy /  Yes, Dreams are
The only wings of the heart nobody can steal from you
"Pegasus Fantasy" (Make-Up) 

Today: a series I've been wanted to read for ages, because of the combination of this particular series with the writer. And yes, I know New Danganronpa V3 is out, but I need to find the time to play it and stuff.

Samidare Yui is a sixteen year old girl and student of a Girls Missionary Academy. According to the rules, any student must register with the school in case they want to have a part-time job. Yui is the first student in the long history of the school to have applied to become a detective. Specializing in kidnapping cases, she has slowly been raising her Detective Shelf Classification score. Every professional detective is registered in the Detective Library, which issues a DSC to all detectives. A DSC score shows exactly what the field of specialty is of any detective, as well as their mastery of their field. The most coveted DSC score is 000, indicating mastery of all fields. One day, Yui is invited to a mysterious gathering at the Sirius Observatory, together with four other detectives. One of them is Kirigiri Kyouko, a young girl who has recently transfered to the same school as Yui and who has only just begun her career as a professional detective. At the Sirius Observatory, the five detectives find out they have been lured into a trap, and everyone is knocked out. When Yui wakes up, she finds out that three of the detectives have been murdered, with their bodies cut up in many pieces and mixed around. Because Kirigiri is the only other person alive inside the observatory (and everything is locked from the inside), Yui naturally suspects her, but are things really so simple in Kitayama Takekuni's Danganronpa Kirigiri 1 (2013)?

Danganronpa Kirigiri is a spin-off and prequel series to the Danganronpa game series. The original games tell the story of a group of students of the Hope Peak's Academy being forced to kill each other in a closed circle setting, but in a way so the others don't know who the murderer was. The sadistic killing games were coupled with exciting courtroom segments (the murderer would be released if not detected, but executed if found out) and a very generous dash of psycho-pop presentation, which made the games an unexpected hit. The storyline that started with the first game finally ended last year, with the TV series Danganronpa 3: The End of Hope's Peak Academy. Danganronpa Kirigiri is a book series set several years before the events of the first game (and before the prequel novel Danganronpa Zero) and focuses on Kirigiri Kyouko, one of the characters who first appeared in the very first game. But like in the games, Kirigiri remains a mysterious character, as she is always seen from the POV of another person (in this case, Yui's POV).

The writer of this particular book series is Kitayama Takekuni by the way, who specializes in physical gadgets and tricks in his books. You might remember him from some older reviews on this blog (Alice Jou Satsujin Jiken is probably the most interesting one) and I was actually quite pleasantly surprised by that. While I do like them, I never really got used to the science-fiction/fantasy-like worlds in his books. But with Danganronpa, I already know the world from the games and other materials, so I never got bothered by that while I was reading Danganronpa - Kirigiri 1. But I think this book is also quite accesible for people who don't know Danganronpa yet, because it is set so long before the main events of the games start. This is very different from Danganronpa Zero, which you really could only read if you had played the games.

As a mystery story, The Sirius Observatory Murder Case, is a pretty decent impossible murder mystery. The story basically starts with the discovery of three cut-up bodies, and it then uses a flashback to explain the events that led up to it. The way the bodies were cut up kinda reminds of The Tokyo Zodiac Murders, but rest assured, this is a very different type of mystery. The solution behind the triple murder inside the locked observatory is clever: it fits the setting, more than enough hints are dangled in front of the reader, and yet it is one that might be overseen very easily. We as the reader have the advantage over Yui, because we know that we can rule Kirigiri out as a suspect because she is a returning character from the Danganronpa franchise, but it's still an exciting closed circle murder mystery.

However, the story does feel a bit short. It's more like a lengthy short story, than a real novel. The book is about 200 pages long, but because of all the dialogue lines (= lots of white on the page), it's actually not that long in terms of character count. For the price (and it goes for a premium price!), Danganronpa - Kirigiri 1 feels a bit lacking in terms of content.

The book is set-up to be a series by the way. In the prologue, the reader learns that a organization called the Crime Victim Salvation Committee is behind everything, offering vengeful people the means to execute their revenge. Over the course of the series, Kirigiri and Yui will learn more about this Committee. The book ends with a "To Be Continued" but each book does feature its own independent storyline, though they do end with a set-up for the next volume.

Overall, I think Danganronpa - Kirigiri 1 is an amusing mystery novel. It's not strongly connected to the main Danganronpa series, but that works for this novel series and it is a very decently constructed mystery, as expected from a writer like Kitayama. It's just a bit short. Of the books I've read by Kitayama however, it's definitely the most accessible, and I look forward to reading the rest of this series.

Original Japanese title(s): 北山猛邦 『ダンガンロンパ 霧切り1』

Thursday, January 19, 2017

Puzzle for Players

「私は安楽椅子探偵。それ以上でもそれ以下でもありません」
『安楽椅子探偵ON STAGE』

"I am the Armchair Detective. I am nothing more and nothing less than that."
"The Armchair Detective ON STAGE"

Disclosure: I translated novels by both Arisugawa Alice (The Moai Island Puzzle) and Ayatsuji Yukito (The Decagon House Murders) As far as I know by the way, the only things they really co-created are this show, and one of the stories in the mystery game Trick X Logic.

Do you know about the urban legend of the Armchair Detective? The tales go that there is a mysterious entity (who looks like Dr. Doom) who lives solely for the act of reasoning. He has solved countless of baffling cases through absolute logic, but is always forgotten by everyone involved with the case whenever he leaves save for the person who first summoned him to the scene. A small theater troupe has been making a succesful series of stage plays based on this urban legend titled The Legend of the Armchair Detective. The third installment of the mystery stage play however is met with some resistance: creepy messages are posted on the internet predicting the death of the Armchair Detective on stage. Performance of The Legend of the Armchair Detective III goes as planned though, until the last night of the show, when the Armchair Detective indeed drops dead on stage during his scene. Everyone is shocked to discover it's not actor Nakazaki Rakuta's face behind the mask, but that of his twin brother/assistant director Yasuo. Not long after, Rakuta's body is also discovered in the storage room at the troupe's office. Who killed the Nagazaki twins? That is a question not only the Armchair Detective can answer, but also you, the viewer, in the TV drama/game Anraku Isu Tantei ON STAGE ("The Armchair Detective ON STAGE, 2017).

Anraku Isu Tantei ("The Armchair Detective") is a TV drama originally created by mystery writers Ayatsuji Yukito and Arisugawa Alice for ABC, a local network in the Kansai region of Japan. It is essentially the ultimate Challenge to the Reader Viewer. Each story consists of two episodes. In the first episode, the viewer is introduced to all the characters, the events leading up to, and the events after the murder(s) and most importantly, the viewer is shown all the hints and clues necessary to solve the crime themselves. Viewers are then encouraged to write in with the answers to the following two questions: 1) Who is the murderer? and (more importantly): 2) What is the logical process by which you arrived at that conclusion? The winner, drawn from the people who submitted the correct answers, is presented with a sizeable money prize (500.000 yen in the 2017 edition) and eternal fame. The episode with the solution, detailing the complete process of how you should have deduced the identity of the murderer, is broadcast one week after the first. I have reviewed Anraku Isu Tantei ON AIR in the past, which was broadcast in 2006.


It had been eight years already since the Armchair Detective last appeared on television, so quite a lot of people were surprised by the sudden return of this almost legendary show. Things sure have changed in those eight years though, and while the show was still produced by a local TV station, Anraku Isu Tantei ON STAGE, the eight installment in the series, marks the first time the show was available to viewers throughout Japan through online streaming and on-demand services. The first episode was broadcast on January 5, 2017, the second episode on January 13.

In essence, Anraku Isu Tantei is at the core nothing more than a pure whodunit, with a few basic (written and unwritten) rules, including 1) there is only one murderer, 2) nobody will tell a lie (on purpose), save for the murderer, 3) everybody acts in a logical manner, 4) nothing "outside" what is shown exists (objects etc.), 5) motive is of no consequence and so on. Usually (and also in the case of Anraku Isu Tantei ON STAGE), your main objective is to identify a few characteristics of the murderer based on what you saw in the first episode, and use those characteristics to eliminate suspects. For example, let's say you have found evidence on the screen that prove the murderer was left-handed. Then you check for every suspect whether they are right or left-handed (or ambidextrous) and so on. I wrote a lengthy post on this 'elimination-style of mystery fiction' quite some time back now, but this is a form that is especially well-suited for the game-format of this show, because viewers can very clearly show the logical process of how they deduced the identity of the murderer ("Scene 1 proves the murderer was left-handed. Only X is left-handed. Ergo the murderer is X").


It's been eight years since the last episode aired, but Anraku Isu Tantei ON STAGE was still incredibly difficult. Not as difficult as previous episodes, true, but still, it's gloves off here. The truth behind the double murders on the twins is complex: you can identify the murderer based on basically two characteristics deduced from the crime scenes, but arriving at those two points will require lateral thinking by the viewer, as well as a very keen eye for detail. Still, as you listen to the solution in the second episode, you really can't help but cry out: "Ah! That makes so much sense!". Tthough admittedly, there were a few points where I could see the logic behind it, but did not see it as the one and only possible interpretation possible.

The logical chain that leads to the culprit is definitely not short, but it is so satisfying to get to the end of things. Though I do have the feeling that this episode was in a way 'easier' than previous episodes (it's less mean), but that it did ask for a lot more 'boring' work from the viewer. Making a time table of where everybody was at what time for yourself is pretty handy for example (that's what all the timestamps are for in the episode!) Also, in a puzzle plot mystery novel, it's easy to flip some pages back to check up on something, to reread that part about some minor detail that might be an important hint (I do so often). This is also required with this show: it is utterly impossible to solve this show with just one viewing (unless you have photographic memory). It's definitely easier now than eight years back, now we have digital recorders and on-demand streaming services, but if you want to solve this crime, you'll need to look really carefully for clues, zooming in on the background and stuff. On one hand, I think it's brilliant. This is a visual format, so of course yeah, come on with visual clues and other clues that make use of the medium. On the other hand: as a viewer, it's also not particularly fun to zoom in on a wall to look for a fly resting there, as an example. Anraku Isu Tantei ON STAGE is a fair mystery story that is solvable, but a challenging one too. It is not as mindwarping shocking as some of the earlier entries in this series though (Ayatsuji commented after the show they tried to be 'gentle' as it was the first episode in almost a decade).

Last year, I reviewed the 2016 installment of Nazotoki Live, another TV show with an interactive format. There they helped the viewer organize all the information and important clues at set points throughout the show, making an otherwise complex mystery plot understandable by breaking the logical process in steps. In Anraku Isu Tantei, the viewer has to do all of that themselves. There is of course a monetary award involved with this, so that's a logical design choice, but it's interesting comparing the two shows. In terms of complexity, the two don't differ that greatly on the whole, but Nazotoki Live helps you on the way, while Anraku Isu Tantei will make you work very very hard on the problem.


The way the character of the Armchair Detective was incorporated in the story itself was fun too. The Armchair Detective is a really fun character, and the solution episodes are often a blast to watch not in the least because of him. The solution episodes are also very meta-concious: all the involved characters are transported to the world of the Armchair Detective, and together with the suspects, he explains the logical elimination process by showing the corresponding scenes from the first episodes as his proof. This explanation process (which includes false solutions and faulty hypotheses) takes an about an hour on average: the plots are just that complex (and therefore of a scale seldom seen on TV).

After the second episode, it was revealed 6819 people submitted an answer. While 60% did guess the identity of the murderer correctly, only 32(!) submissions out of those nearly 7000 got the logical process of elimination correct. So only 0.47% of all the entries guessed the murderer in the correct way. In the end, Ayatsuji and Arisugawa had to choose the 'most elegant' answer from those 32 correct answers, but they couldn't pick one single winner, so there were two winners for Anraku Isu Tantei ON STAGE.

Anyway, Anraku Isu Tantei ON STAGE was definitely an entertaining addition to the series. As always, it shows how a true fair play mystery plot can work out on the screen, but like previous installments, it can be very tough at times, and sometimes it's asking the viewer to look at rather small details on the screen too much. Still, there is still an air of magic around this show, with the money prize and the meta-approach to presenting the solution to the viewer in the second episode that makes this an unique experience as both a mystery show and a game. I think that's the word I was looking for. Experience. Anraku Isu Tantei is always an experience. Let's hope the Armchair Detective will be summoned again in the future soon.

Original Japanese title(s): 『安楽椅子探偵ON STAGE』