Saturday, March 7, 2020

Portrait in Crime

It's been quite some many years since I wrote a short post on covers of mystery novels I liked. While I seldom let cover art dictate what books I buy, I can sure tell you that I'm definitely more inclined to buy a book (especially physically) if it also has some great art on the cover. Of course, everyone's preferences will differ, but overall, I can say that I'm a sucker for original drawn illustrations, so art that is made especially for that release. I can say that personally, I am not that big a fan of covers with photographs, nor 'generic' art (by which I don't mean the art style, but whether a piece of art can be clearly seen as having been drawn for that specific book). Many publishers and authors in Japan still have their book covers illustrated with specifically ordered art, so I usually still come across some really nice covers that leave an impression. And so, to pick a few covers that have left an impression on me:

Yuureitou ("The Phantom Tower") by Edogawa Rampo.
Art by: Miyazaki Hayao.


This 2015 edition of Rampo's 1937 novel featured gorgeous artwork by Miyazaki Hayao, the legendary Academy Award-winning animator and manga artist of Studio Ghibli fame. Miyazaki himself was a fan of this novel, and he had organized his own exhibition on the book in the Ghibli Museum in 2015, featuring a scale model of the titular tower designed by him, storyboards for if he would ever animate the book and original essay comics. The 2015 edition of the book included this material, and this specially drawn cover in Miyazaki's distinct 'scribbling' style.

Alibi Kuzushi Uketamawarimasu ("Alibi Cracking, At Your Service") by Ooyama Seiichirou.
Art by: Yuuko.


Considering this excellent series is about a clockmaker who specializes in cracking perfect alibis, I have to admit the concept behind this cover isn't particularly original, but I do like the warm, almost children's illustration book-esque art style, with the warped clocks and the warm colors. It really fits the atmosphere of the stories, being quite relaxed and laid-back.

Toujou Genya series by Mitsuda Shinzou.
Art by: Murata Osamu.


The Toujou Genya novels are brilliantly complex mystery novels that mix horror, folklore, legend with astonishing tightly-written plots and these covers do a great job at conveying the creepy part of the series. There's something distinctly unsettling about these covers, with these pale women who seem so otherworldly. Are they even alive? Are they ghosts? These covers are not jump scare frightening, but they do manage to feel really unnerving even though the composition is fairly 'normal'. To me, the style has an Edgar Allan Poe-esque touch to it and it really fits the atmosphere of these novels.

Kyoto Nazotoki Shikihou ("The Kyoto Mystery Solving Seasonal Report") series by Van Madoy.
Art by: TOBI


Besides the fact that the art itself is gorgeous here both in style and composition, with warm colors that fit oh-so-well with the bitter-sweet atmosphere of the college romance also depicted in these stories, I also love that you can clearly see that these covers were designed especially for this book, as the artwork incorporates elements from the various short stories in each book. The first volume features the taxi from the first story there for example, while the second one has the titular "Galaxy Railway" in the upper left corner. I love these kind of covers for short story collections, when they draw little elements from each individual story in the cover art (Higashigawa's Nazotoki wa Dinner no Ato de covers do the same).

Isekai no Meitantei series by Katazato Kamome.
Art by: Munashichi.


Isekai no Meitantei is about a big fan of mystery fiction who is reincarnated into a fantasy world and becomes a detective there, and the art really invokes the fantasy feeling of the series. The Dungeons and Dragons kind of fantasy, with dangerous forests, hidden dungeons and never-ending mazes. It's the type of cover you seldom see with detective novels, which make these books stand out and I think the artwork itself is also quite alluring, invoking that old fantasy vibe.

The Murder of Alice series by Kobayashi Yasumi.
Art by: Youko Tanji.


The Murder of Alice series reimagines famous children's literature featuring girl protagonists as creepy and maddening mystery novels. At the moment, we have Alice in Wonderland, Klara from Heidi and Dorothy from the Wizard of Oz (the latter isn't in pocket form yet), but I love the artwork for this series. The subject matter may not be very original (obviously, the covers feature the titular characters), but these covers make these famous characters both recognizable, and yet somewhat disquieting, as if there's something wrong (of course there's something wrong). Like the Toujou Genya covers mentioned above, there's just something unsettling about them, which is strenghened by the fact that they do feature characters you know, only you instinctively know there's something not right about them.

Urazome Tenma series by Aosaki Yuugo.
Art by: Tanaka Hirotaka.


Color! I love the bold colorwork in the covers Tanaka made for the Urazome Tenma series. Obviously, these covers are pretty predictable in terms of subject, as they all feature one of the protagonists in the titular location (gymnasium, aquarium and library), but it's the use of colors which really stands out here. Yellow is a theme obviously, which is really eye-catching, but I love how they books all have a different primary color theme (yellow, blue and red) and how the various parts of the illustration flow into each other (like the gymnasium in the umbrellas).

Anyway, these were just the first covers that came to mind. Any covers that you particularly like that deserve a mention?

Wednesday, March 4, 2020

The Cat Who Wasn't There

"With my aversion to this cat, however, its partiality for myself seemed to increase."
"The Black Cat"

Cats? Or dogs?

Marriage is one of the prime reasons why Japanese women quit their job, and that's also the reason why Kaori is offered her friend's job, as she's leaving as the sole employee of the Tanuma Law Office. Tanuma Seikichi is an elderly veteran lawyer who is more-or-less retired: most of his clients have been referred to other lawyers already, and the remaining few on the list are only the people who have employed his services since his earliest days. Kaori's daily activity at the office therefore has nothing to do with regular office work. The main reason Kaori's employed is to take care of a cat. Hyouta is the cat of Tanuma's wife, who died a few years ago. While Tanuma doesn't want to take care of the cat himself, he does want to keep his wife's cat, so the cat has been living in the office since. Kaori and her predecessor's job is thus to look after the cat at the office, including in the weekends. But when Kaori first met Hyouta, she could feel that Hyouta couldn't be the real name of such a beautiful Scottish Fold. When Kaori inadvertently guessed the name "Scottie" correctly, the cat decided to reveal her secret to Kaori: Scottie can speak! Since then, the two have been best friends, chatting about their common hobby: mystery fiction. Scottie is a great lover of detective fiction, and comes up with ideas like "a locked room by cats, about cats, for cats." When Kaori manages to solve this locked room mystery, Scottie wants to get even with an even more fanciful story: a murder mystery based on the people they know. The story about the horrible of her master Tanuma in the office features Tanuma's colorful clients as the main suspects. But while Kaori and Scottie enjoy this fiction-based-on-fact, a real crime is committed in the Tanuma Law Office in Miki Akiko's Neko ni wa Suiri ga yoku Niau ("Deductions Suit Cats Well", 2016).

What a pleasant surprise! I basically bought this novel on a whim. I was checking the discounted books, when this book caught my attention: the cover was cute, and the description of a talking cat acting as a detective sounded interesting. I hadn't expected that this novel would prove to be quite a tricky mystery novel, one that is definitely more than just a book with a gimmick. The plot device of Scottie is used quite well to create unique plots, and while the whole stoy is set within the confines of the law office, Miki manages to create quite a complex plot with interesting characters and deceivingly deep chains of deductions.

The novel is divided in two distinct halves, and the first half is definitely the most entertaining one. In this part, we follow Scottie and Kaori's funny banter while we are also introduced to the various clients of Tanuma who visit him in his office, who all have their own problems and quirks. A cheating wife who wants to divorce from Tanuma's client, the plotting family of an elderly man who is planning to leave the family fortune not to his next of kin, a family with a bad'un as son: Scottie and Kaori see all kinds of people walk in and out the office. After Kaori manages to solve Scottie's creation "a locked room by cats, about cats, for cats", Scottie decides to think of a new mystery story about the law office. In Scottie's latest creation, Tanuma is killed in the office on Saturday, and the suspects are the suspicious people Kaori and Scottie saw this week at the office: was it the bad'un who snuck into the office to steal something from the office safe and accidently killed Tanuma? Was it the cheating wife who was looking for the evidence of her infidelity? It's quite amazing how deeply plotted this section is. At first, Kaori comes up with pretty simple, but plausible solutions to the Tanuma Murder, but it's at this point Scottie (and author Miki) reveal how much of the fun banter between Scottie and Kaori was actually careful hinting. Minor comments and funny dialogues turn out to be cleverly hidden clues, clues that mercilessly deny all the possibilities Kaori can think off to explain the murder. The plot here reminds of mystery stories with false solutions like The Poisoned Chocolate Case and Kyoumu he no Kumotsu, which is quite good company. Neko ni wa Suiri ga yoku Niau is not a meta-mystery like those novels, but the way the same basic setting gives way too many interpretations is definitely similar.

The second half of the novel brings a totally different game. At the end of Scottie and Kaori's deduction battle, Kaori is attacked in the the office by a real assaillant. While she recovers, Tanuma decides to hire a criminal lawyer who started her career at his office in order to solve the attack on his employee. The tone of the tale changes drastically, as we don't follow Kaori and Scottie anymore (we don't even hear Scottie talk anymore), while we're now investigating a real crime instead of the fictional crimes of Scottie and Kaori's intellectual game. Yet Miki shows off that this is indeed a well-planned novel, and even the deduction battles between Scottie and Kaori turn out to be important clues to solving the real crime. With fantasy and reality crossing each other, Neko ni wa Suiri ga yoku Niau might sound like a tricky novel, but it's really readable and easy to follow, even if as a mystery novel, it's a great example of how even a very simple setting can turn into a great mystery story with good plotting and clewing.

Neko ni wa Suiri ga yoku Niau is a really pleasant novel to read. Don't be deceived by the minor fantasy angle of a talking cat: Scottie's love for mystery fiction is real, and the many, many false solutions, and their refuttals are based on cleverly hidden hints in the funny banter between Scottie and Kaori and will entertain anyone with a love for mystery fiction. Recommendation to the cat lovers among us!

Original Japanese title(s): 深木章子『猫には推理がよく似合う』

Wednesday, February 26, 2020

The Mystery of the Fire Dragon

Lady Partridge: But the 7:58 stopping train arrived at Swindon at 8:19 owing to annual point maintenance at Wisborough Junction. 
John: So how did you make the connection with the 8:13 which left six minutes earlier? 
Tony: Oh, er, simple! I caught the 7:16 Football Special arriving at Swindon at 8:09. 
Jasmina: But the 7:16 Football Special only stops at Swindon on alternate Saturdays. 

"Railway timetable sketch" (Monty Python)

Never been on a night express!

Disclosure: I translated Shimada's 1985 short story The Running Dead. Different series though!

Shimada Souji's Izumo Densetsu 7/8 no Satsujin ("The Izumo Legend 7/8 Murder", 1984) starts early on the morning of the twentieth of April at Ooshinotsu Station, where the conductor found a lost bag in the local train that had arrived from Yonago. As it appeared some kind of liquid was leaking through the package, the man opened the bag on the spot, only to find something wrapped in several plastic bags. When he finally unpacked the whole thing though, he was in for a surprise: inside he found the cut-off left arm of a woman! In the following hours, similar discoveries were made at local train stations in and around the region that was once the Izumo Province: some of the bags were found and opened inside a train like at Ooshinotsu, some parcels had already been brought to the Lost & Found at the respective stations. In the end, they retrieved seven body parts at seven different stations: two thighs, two legs, two arms and one torso, all seemingly belonging to the same woman. The missing head, and the fact her fingerprints were burned off with acid, make identifying the victim difficult though. Inspector Ishida is busy working the whole kooky things out when he's greeted by his old friend Inspector Yoshiki Takeshi of Tokyo's Metropolitan Police Department. Yoshiki had a few days of holiday and had hoped to meet with his old friend, but those plans seem to be ruined due to the horrible murder in this region. As a fellow investigator, Yoshiki too becomes interested in the case and after studying the time table, he realizes that this might be the work of one single person: All the body parts were discovered on local train lines with stations on the route of the night express Izumo,, meaning that someone on the Izumo could've hidden the bags in the other trains as the Izumo stopped at each of those stations, and then the local trains would leave with the body parts. A few days later, the MPD receives an anonymous letter that indicates the victim might be Aoki Kyouko, a History scholar at Tokyo's K University who's been missing these last few days. Nomura Misao, a colleague at the faculty, had ample motive to want to kill Kyouko, as Misao lost battles with her for both academic prestige and romance these last few weeks. Thanks to the tip, it is confirmed that Kyouko was indeed seen riding the Izumo Express on the night of the nineteenth, but there's also a catch: main suspect Misao has an alibi for the night of the murder, as she was riding another night express, which left Tokyo Station fifteen minutes earlier than the Izumo Express the victim took.

Shimada Souji's best known series is about Mitarai Kiyoshi, the brilliant detective who had a weird career going from astrologist to private detective to neuro-scientist or something like that, but Shimada's second best known series is probably about the MPD Homicide detective Yoshiki Takeshi (which finally got a new volume last year I think, after a long hiatus). I myself hadn't read any of the Yoshiki stories before this one (which is the second in the series), but especially the first three novels are supposed to be Shimada's take on the "travel mystery", a subgenre usually associated with writers like Uchida Yasuo. The travel mystery is, obviously, often about travelling, especially by train. The genre has a distinct touristic angle, with the mystery set in popular tourist destinations/regions often outside the capital Tokyo and the stories also often include references to local habits, folklore and legends. The genre is often seen as a rather light subgenre within the broader mystery genre, often associated with two-hour television dramas that focus more on imagery and playing the tourist than providing a really interesting mystery plot, so it was kinda interesting to see what Shimada would do with this.

People familiar with Japanese mythology can probably make the connection themselves, especially considering the title references both Izumo and the number eight, but the legend of Yamata no Orochi plays a role in this story. Izumo has been always been 'the land of legends', with many myths of Japan originating, and taking place in Izumo. One of the most famous myths is about the mythological eight-headed dragon (snake) Yamata no Orochi. The celestial being Susaso'o no Mikoto was banned from heavens to Izumo, where he learned about the horrible monster Orochi, who each year demanded one of the daughters of two earthly deities. Susano'o prepared vats of liqour and had each of Orochi's heads drink until they became intoxicated and fell asleep: Susano'o then cut the dragon up in pieces, and from its eigh-forked tail he also retrieved the sword Kusanagi, which would become one of the regalia of the Japanese Imperial family. The legend of Orochi plays a two-folded role in Izumo Densetsu 7/8 no Satsujin: Misao and Kyouko's academic rivalry revolved around a theory Misao had about the roots and meaning of the Orochi legend, but of course, the fact the victim was cut up in eight pieces (of which the head's missing), and spread across stations in the Izumo region also invokes this myth, almost as if the murderer themselves considered them Susano'o cutting up an eight-headed dragon.


After the introduction and Yoshiki's first inferences on the case, we're pretty much just coping with one central problem for the rest of the novel. Yoshiki's pretty much convinced that Misao's the murderer the moment she appears on his radar (though I have to say, it feels really forced to have Yoshiki so convinced so early on considering she has a good alibi), so the problem is: how could she have killed Kyouko, who was seen on the Izumo Express, even though Misao was riding in a different night express that evening (in the same general direction, to the west, but via a different route) that had left Tokyo Station earlier than the Izumo? Much of the novel is Yoshiki weighing possibilities only to learn they're wrong, and it indeed seems like an impossible task. There is a possible male accomplice in the Izumo, but multiple witnesses state he had no luggage with him, which means he wouldn't have tools with him to cut Kyouko up in a relatively clean manner (without leaving blood in the compartment) and have bags available to put the body parts in. Misao on the other hand was travelling for a few days and had bags with her which might have held the necessary tools, but she was in another train. Even supposing Kyouko did get on Misao's train, how then would Misao get Kyouko's body back to the Izumo to get all the body parts in the local trains connected to the Izumo route?

Like any good alibi deconstruction story, Shimada does a good job at constantly dangling possibilities in front of you of how the impossible alibi could've been achieved, only to disprove them again and making the whole deal seem even more impossible. Each time Yoshiki thinks he's on the right trail, his experiments or some small comment earlier he had forgotten come back to dismiss his theories. I like the trick of how Kyouko's body parts were eventually disposed off, though I do have to say the book is a bit dragged out in the middle part. The novel is mostly focused on Yoshiki and his investigation, and the other characters barely have any screen time. This means you're often confronted with page after page of Yoshiki reading time schedules and train routes, which can be a bit boring as all you see are times and location names. I figured out a small part of the trick behind the body parts disposal, but I quite like the idea: it's daring, but juuuuust within the realms of what is practically possible. The one mistake that allowed Yoshiki to really seal the deal however, that is something I doubt anyone save for a really savvy train anorak would be able to figure out. The story is apparently based on the actual 1984 time schedule of the train by the way, similar to how the infamous "4 minutes" of Matsumoto Seichou's Ten to Sen was also based on the actual time tables.

What is somewhat unsatsifying however is how many lucky breaks Yoshiki got over the course of his investigation. If not for the anonymous letter at the start of the story, the police might not have had any idea about who this victim was, and there were more coincidental incidents in his favor, like random witnesses who happened to pop up. Even the finale where the culprit is found with the decisive piece of evidence is completely dependent on the actions of a third party who took them on their own will, and not based on any actions or inferences by Yoshiki. You'd almost think this story would've been the same if Yoshiki hadn't been present at all.

Izumo Densetsu 7/8 no Satsujin was on the whole a fairly entertaining novel. The problem of how all the body parts found their way to a different local train is interesting and the imagery with the Yamata no Orochi legend is also okay, though it's also clear that Shimada wrote the novel focusing completely on the main trick and Yoshiki's investigation of the murder. In that regards the novel definitely invokes the utter dryness of a Crofts novel, which might deter some readers (and attract others). For one interested in Japanese trains though, this is probably heaven, as it's based on real time schedules and you can really see how the thing was done by following all the routes and trains.

Original Japanese title(s): 島田荘司『出雲伝説7/8の殺人』

Saturday, February 22, 2020

Personal Call

Is this a series now? Last year, I wrote an article on the role and usage of clocks and timepieces in mystery fiction, which was basically a sequel to an earlier post on glasses. Mystery fiction is at the core a genre that thrives by reusing a lot of elements. Most of the reviews on this blog usually focus on plot-related tropes, like the types of locked room mysteries and their solutions, or how certain clues are developed to point to the identity of the murderer etc. However, the two posts I mentioned right now were focused on more tangible, concrete elements you often see in mystery fiction: objects and how they are used. To quote myself from the glasses posts:

Objects are often important to a mystery story. If a murder is committed, the culprit is likely to utilize an object, that is, a murder weapon, to accomplish their goal. A button left at the crime scene could prove as evidence to the identity of the murderer. Or perhaps the disappearance of an object that should be there will become the focus of an investigation, leading the question of why a certain object was so important it had to be removed. An object is thus usually a clue, something that links it to the solution of the mystery (which could be a murder, but it could be any enigmatic happening). An object might tell you who committed a certain crime, or how it was done, or perhaps why it was done. 

Funny thing is that today's post started with me thinking about something in mystery fiction that has no actual physical presence, namely the chat box or instant messenger. While most of us here probably use our smartphones daily not to call anymore, but to communicate through chat apps, it's weird we still don't see them featured in modern mystery fiction as "the normal": if they do appear in mystery fiction (which is already rare), it's often in the form of "the extraordinary" (where the Internet is considered to be something Special with a capital S), rather than an accepted part of our everyday life. Some may be of the opinion that the fast development of consumer technology has made it difficult for mystery writers to come up with a plot, but after giving it some thought, I find it actually surprising how similar "old" telephones and modern smartphones and instant messenger services are, if we look at their function as a trope in mystery fiction.


When you think of the telephone as seen in mystery fiction, you are likely not to first think of it as an actual physical object, even though it'll probably hurt if an old-fashioned dial phone is swung at your head, or you're strangled with the cord. You might think of the trope of the closed circle situation though, where the group is trapped inside a creepy old mansion or an isolated island together with an unknown killer, and when they try to call for help, it turns out the phone line has been cut (or nowadays: the mobile phones have no connection). Here the telephone is mostly a symbol for suspense, but in essence, this specific role is connected to the underlying function of the telephone in mystery fiction. That is, the telephone serves as a communication line to a third party/third location that is often perceived as direct and synchronous. Calling the police is of course the "normal" manner to use a phone: calling for help from a different place, with the communcation occuring directly and at synchronously. This is different from a letter conversation, which is asynchronous as there's a significant time lap between the utterances in the communcation that isn't considered part of the conversation anymore (receive letter -> send letter back). Instant messanger services are an interesting step between, as while the form may resemble a letter more, the messages are usually delivered err, instantly to the receiver. As everyone will know, chats can be more-or-less as quick as oral communication, so in that way, they're really not that different from telephones in terms of function (of course, one can also choose to let time lapse between messages on purpose). But obviously, the phone is often used in mystery fiction to, well, phone somebody and obtain information for example. Oh, and I'm suddenly reminded of the manga Remote by Amagi Seimaru: the detective in that series couldn't leave his home, and therefore had the young policewoman Ayaki assigned to him as his assistant-in-the-field/woman-of-action, and they mostly communicated with their cell phones, so a phone-fed armchair detective.


Communcation with a phone may be perceived as direct, but it isn't of course: you aren't physically in the same space as the receiver, and more importantly, you don't even observe the conversation partner(s) in full. For example, you don't actually see each other and even the one element that connects you (voices) are actually transported over a phone line (so through a medium), and this all leads to one of the most classic uses of the telephone in mystery fiction: the caller disguising themselves. Sometimes, the culprit phones someone masking their voice so they are simply not recognized (does the handkerchief over the mouthpiece thing really work?), sometimes the culprit pretends to be someone else over the phone. The latter trick can be a bit tricky to pull off convincingly, but the "I have a cold" excuse or the fake static trick is apparently sometimes enough to convince the person on the other side that the culprit is actually a different person. In a way, a phone is a tool that really reduces a person's identity to almost nothing, and the people on the phone often just have to believe the person on the other side of the line is actually the person they claim to be.

This is also related to the other major use of the phone in mystery fiction, namely as an object to establish character alibis. Because communication over the phone is considered to be instant, a phone call is often used to establish that a certain character was at a certain time at a certain place (the other side of the line). This was of course easier in the past, when there were fewer phones in general and you could only call and receive calls from specific places or phone booths, which usually would establish someone's alibi (unless some ingenious trick was used). When people started getting phones for their own homes, things became a bit more complicated and nowadays, everyone has their own smartphones and they can call from practically any place, but generally, it's still often used to find out where characters are and when. If Professor Plum was calling to his secretary from his own home, he couldn't have murdered Mrs. Peacock in the other side of town at the same time. Familiar tricks of course include the "providing the real culprit an alibi by pretending you're on the phone with them while they're actually off committing the murder," the "pre-recorded call that simulates a real-time conversation," the "the culprit uses a trick to make a phone call secretly to the place they're at, making others believe there believe the culprit is elsewhere" and the very, very basic "Say you're in New York when you're actually in Tokyo and oh, look, I'm right in front of the Empire State Building". With no visual contact and the phone effectively acting as an identity mask as mentioned above (as you can claim and pretend to be anyone, theoretically), alibis established by phones can be very tricky. Of course, even in modern times smartphones can still be used to establish alibis, even better so at times. Kindaichi Shounen no Jikenbo R's final story The Kindaichi Fumi Kidnapping Murder Case had the police check out the GPS logs of the suspects to see whether they really moved around Tokyo as they claimed they had. This resulted in an interesting alibi story, while in other stories, alibis are established (or cracked) precisely because they are mobile: with the caller being spotted as they were calling and walking outside, or catching the type of background noises you wouldn't if it were just a house phone. The first story in the Gyakuten Saiban manga by the Kuroda/Maekawa duo for example was a good example of this.


But to get back to what got me started: chat boxes and instant messenger services. In essence, these "modern" (they're getting on in age actually...) technologies function exactly the same as the phone in mystery fiction. I doubt I have to explain the "mask" aspect of chat boxes and instant messenger services: pretending to be someone else has seldom been easier than just changing a display name. When you have a mystery story about a chat box, you can be sure you'll need to be very suspicious if everyone is who they claim they are behind their display name. Familiar tricks are people using other people's display names to assume their identity, or using multiple display names to pretend to be multiple people (faking conversations). This is the same with instant messenger services, where anyone can choose their own display name and claim to be someone. One of the more interesting Detective Conan stories of the last few years was The Kisaki Eri Kidnapping Case, where Ran's mother is kidnapped. She manages to escape from her kidnappers, though she's still stuck inside the building. She tries to ask to help via a chat app through a smartphone she stole from her kidnappers, but her kidnappers catch on, and use Eri's own phone to feed fake chat messages in the same chat room, making it difficult for Conan, Ran and Kogorou to figure out which messages are by the real Eri, and which aren't. The premise of this story is thus that you already know there's a fake using Eri's name in the chat room, while most of the older stories involving chat rooms try to use that as a surprise (or if they're written now, probably just very uninspired).


In its function as a tool to establish alibis, a chat box or instant messenger service too isn't too different from a phone call. In fact, the time stamps most instant messenger chat rooms have provide a more detailed and accessible form of Ye Olde Phone Record Received From the Phone Company only the police could get. Time stamps attached to every single utterance do change up the game, making it harder to fake than a fake phone conversation with an imaginary conversation partner. One of the more interesting short stories I read last year was therefore Yukashina Miho's Nimannin no Mokugekisha ("Twenty Thousand Witnesses", 2019), where a Youtuber had a perfect alibi not only because of his live videostream at the time of the murder, but also because he interacted with his followers in the chat box accompanying the livestream. Utano Shougo's Locked Room Murder Game series must be mentioned too: while the premise is slightly different because we're talking about video conference chatting here, the use here of the chat room is a great example of the familiar phone tropes. In this series, the masked members of an underground video chat room of locked room murder fanatics commit actual murders and challenge the other members to solve their crimes. Everyone is using fake names and uses actual masks to hide their identity in the chat room, but one of the more interesting moments in the second volume is when the member Mad Header reveals they have a perfect alibi for their murder a few days back, because they were video chatting with the other members in the chat room at the time of the murder (i.e. they were chatting in a previous story, which turns out to be their alibi in the next story). To go off an tangent, Twitter isn't a chat messenger service of course, but I loved how a Twitter timeline was used for a brilliant piece of misdirection in Hayasaka Yabusaka's Mailer Daemon no Senritsu ("The Terror of the Mailer Daemon", 2018) and in principle, the trick can also work in a normal chat room too.

Anyway, this post has gone on for far too long, and I don't even really have a point to make. I guess that I wanted to point out that "modern" technology is often really not that different from "old" technology when it comes to their uses in mystery fiction. Sure, they may make some older tricks harder to pull off, but they also provide a lot of possibilities for new ideas and tricks. If you look at phones in the past and now, they couldn't be any more different, but their core use in the genre is still very similar, so I always think it's a shame authors don't utilize modern consumer technology more, especially as the genre has always thrived by taking the familiar and transforming it slightly. A phone is a phone is a phone, even if it's smart now.

Wednesday, February 19, 2020

Yesterday Love

In another moment Alice was through the glass, and had jumped lightly down into the Looking-glass room.
"Through the Looking-Glass, and What Alice Found There"

It was only while I was reading up on the topic of today's review, that I realized I was going back in time with reviewing these Kanno games. Heck, I didn't even know that Tantei Shinshi DASH was one of his games...

Kanno Hiroyuki (1968-2011) was a game designer and scenario writer who's remembered for working on adult graphic adventure games, some of which have made major impact on the history of adventure videogames in Japan. When I say adult graphic adventures, I mean, 18+ with nudity and explicit sex scenes, so in essence story-driven porn. Kanno however was a profound fan of classic mystery fiction, and his major works are also interesting examples of mystery adventure games, often with a science-fiction angle, but with said porn iadded. Due to different regulations for the home console videogame market in Japan, the PC games Kanno designed/wrote were usually censored/altered to remove all the explicit content/rewritten whenever these games were ported to home consoles, and I have reviewed two of his games in the past. Kanno's best known game is perhaps YU-NO: A Girl Who Chants Love at the Bound of this World, which I haven't played through yet, but in the past I have reviewed the 'safe' console versions of Tantei Shinshi DASH! (2000) and EVE burst error R (modern remaster of a 1995 adventure): these were both games I did consider flawed in terms of design, but which also offered interesting concepts as mystery-themed adventures.

DESIRE remaster ver. is as the title suggests a remastered version of DESIRE - Haitoku no Rasen ("DESIRE - Spiral of Immorality"), a science-fiction mystery adult adventure game originally released in 1994 on PC-9801 systems, with the remastered version available on Windows, PlayStation Vita and Nintendo Switch. Desire is also the name of the mysterious laboratory on a small island in the South Seas, an institution financed completely (including the island) by the powerful Granchester Foundation. The island is sealed away from the rest of the world, with more than hundred researchers and maintenance staff living more-or-less permanently on the island. While Desire is supposed to be doing research that 'benefits the link between man and ecology', nobody seems to know exactly what is being researched here (not even the researchers and engineers), providing soil for rumors like Desire being a site for the development of military equipment. While Desire has always been shrouded in mystery, one day SNT reporter Albert learns he's been invited to do an interview with Dr. Stelladovic, the head of Desire. Albert's girlfriend Makoto happens to be the head engineer at Desire, whom he hasn't seen in months, so the invitation is accepted at once, but Albert remains cautious. For why call for a reporter now, after so much secrecy, and why him, a reporter of a small news agency? At arrival on the island, Albert finds the young girl Tina on the beach who suffers from amnesia, but that's not the only thing that's odd about the island, as he slowly learns that Desire is not at all what everyone, including the researchers working in the lab themselves, thinks it is.


DESIRE is also an absolutely horrible game to struggle through if you're only interested in the science-fiction mystery aspect of the story. With Tantei Shinshi DASH! and EVE burst error R, I knew that they were originally adult graphic adventures that were toned down later, and while it was never hard to guess what the awkwardly written kiss scenes in the censored versions actually were in the original, uncensored versions, at least the core design of these games and story were still focused on a mystery plot. In DESIRE, there is a core science-fiction mystery plot that taken on its own, does really make an impression and in hindsight is nicely foreshadowed (even if it's not a fair-play puzzle mystery exactly), but the plot is stretched out very thinly to hang horribly written and barely disguised adult scenes and/or innuendo-filled dialogues from, and it's basically impossible to sympathize with any of the characters (save for the young Tina) as everybody is just flirting with everyone and sleeping, errr, passionately kissing around in incredibly unbelievable 'plot' developments. Sure, this was originally an explicit adult graphic adventure, so I guess it's supposed to be like bad porn (and the console versions aren't even porn due to censorship), but there's actually a good idea in there underneath that all, a plot would've been so much more entertaining and enjoyable if not for these obnoxious characters and horribly written dialogue that make the game a true trial to get through. In comparison, the Kamiki Raichi novel series by Hayasaka do feature explicit sex scenes, but at least Hayasaka makes sure to actually implement those scenes for a reason, as they are always integral part of the core puzzle plot, for example because seeing a person naked herself allows Raichi her to rule that person out as as the murderer. That's not the case with DESIRE, where none of the implied sex scenes are even remotely necessary to the core story and only serve as distractions as the story seems to jerk around between extreme mood swings, with plot-important dialogues suddenly turning into passionate kissing scenes from one moment to the next.

EVE burst error (1995) introduced a Multi Sight System, where the player could jump on the fly between two narratives with two different protagonists and you could only solve the case by going through both stories. The older DESIRE uses a more primitive version of this concept: you start the game playing as Albert, learning about what happens at the island and inside the Desire lab. Curious events happen over the course of four days, some even deadly. Once you have finished his scenario, you can replay the game as his girlfriend Makoto. Her scenario shows things from a completely different perspective, so events that raised questions or seemed mysterious in Albert's scenario, are explained in Makoto's story. By completing Makoto's story, you unlocked a third scenario, which answers some remaining questions. In theory, this subsequent jumping from one perspective to another can be used to bring pretty interesting mystery stories, with multiple people seeing the same events from various perspectives, each point of view answering questions raised by other story routes. In practice, it feels just like padding to have more innuendo-filled conversations and build-up to the sex-scenes-censored-into-kiss scenes in this game. Albert's scenario is basically just him flirting with every girl he sees and of course every girl falling for him like that in the span of four days, while Makoto's scenario... it's really, really awful and almost torture to get through.


The thing is, I do think that in essence, DESIRE has a very emotional and touching science-fiction mystery plot. It might not be a fair play puzzle plot mystery, but dig between the awkwardly written scenes of both Albert and Makoto's scenarios, and you'll also come across little instances of competent foreshadowing and build-up to reveal a mystery plot, a concept that one is not likely to forget soon. As you go through the final scenario, you'll realize how a lot of the small comments in the dialogues or actions of certain characters suddenly make sense now and the story itself is truly heartbreaking. But it would've worked much better as a focused short story, rather than how it's done now. There are still unanswered questions/scenes that don't make much sense, so surely this story would've benefitted so much if it had been written as a proper, focused science-fiction mystery adventure game, rather than a science-fiction mystery adventure game that also needs to perform as porn.

In the end, I really can't recommend DESIRE remaster ver., even if it's a very early example of a science-fiction mystery adventure, providing a lineage from DESIRE/EVE to more current mystery games like the Zero Escape series. I do really like the core idea of DESIRE, but for me, it would've worked much better if it had not been conceived as an explicit adult graphic adventure game, and if basically all the characters were completely different for there's basically only one character who's likeable in the whole game now. When I played EVE burst error R, I was also slightly annoyed by awkward writing due to the adult parts, but at the very least, EVE burst error felt more balanced and the story was also better suited for a longer experience. That balance is missing in DESIRE, and you basically have a good, if short science-fiction mystery story that is trapped by awful characters.

Original Japanese title(s): 『DESIRE remaster ver.』

Saturday, February 15, 2020

The Three Tools of Death

"Professor Peach, in the library with the lead piping?"
"Doctor Who: The Unicorn and the Wasp"

Obviously, Japanese comics are often featured here, but I have also reviewed Dutch and Italian comics here before. I do think however this is the first time I'm doing an American comic...

And most readers will probably have noticed I also like playing videogames, but it may surprise some I have no affinity whatsoever with board and card games. Yes, they're games too, but the experience is so completely different, and I simply never got into board games. I guess that gamebooks are the closest I ever got on this blog. I do know there are also interesting mystery-themed board games out there. Sherlock Holmes: Consulting Detective is probably one of the best known board game/gamebook hybrids. Funnily enough though I haven't played the original game, but I have played the videogame adaptation of it...

I'm going to take a wild guess and say that Cluedo, or Clue as it's known in the US, is probably the best known mystery board game in existence. Until only a few weeks ago, I never realized the title Cluedo is read "clue-dough" actually. I haven't seen television commercials for this board game in ages, but when I was a kid, they always pronounced it as "clue-ay-dough" in the commercials over here, so that's how I always called the game in my mind. Anyway, I've always known roughly how the game worked from seeing it in pop culture references, and phrases like Colonel Mustard In The Kitchen With The Wrench were familiar to me, but I never played the game myself or even seen in in real life. And nope, I haven't seen the 1985 Clue film. Anyway, I personally have no bond with the board game, so perhaps it might sound weird I decided to read and review a comic adaptation of the board game, which if you think about it, must be a very niche product.

Yet, the reason is very, very simple. For soon after Dash Shaw started his three issue comic Clue: Candlestick in 2019, I saw a lot of positive reviews popping up, praising it as a captivating mystery comic, one that did justice to the whodunit aspect of the game. So when the trade paperback was released late January 2020 (collecting all three issues), I didn't hesitate to pick it up, even if I didn't really know the original board game that well myself. But even to newcomers to Cluedo, the set-up must sound very familiar as a detective story: the story starts with Professor Plum receiving a letter from his friend Mr. Boddy, who says that of late, he's been receiving death threats. Boddy thinks it may be wise to prepare for the worst case, and make sure the key pieces in his unique crime collection, which includes the knife of Jack the Ripper, the revolver that assassinated President Garfield and more, go to people who can appreciate it. Boddy and his housekeeper Mrs. White receive Professor Plum, femme fatale Ms. Scarlet, auction master Mrs. Peacock, war veteran Colonel Mustard and the shady businessman Mr. Green in Boddy's grand manor, but Colonel Mustard is shot during dinner. As it's not clear whether Mustard was shot by someone at the table or a third party from outside the dining room, they decide to split up and search the manor, but the killer is not done yet. Can the survivors figure out whodunit before it's too late?

Even to someone who has no history whatsoever with the original board game, Clue: Candlestick is an interesting. The art is unique (note the board game space motif!), often tense, but at times deformed to 1930s newspaper comic style on purpose, which goes really well with the black comedy found within the pages. While the characters in the original board game are of course little more than caricatures with some minor profile details, the suspects are fleshed out into far more interesting characters in this comic (issue 2 for example is mostly about the backstory of Ms. Scarlet), providing the characters with motivation and agency. I guess fleshing things out was a theme for Shaw, as even the six weapons used in the board game are given backstories, reimagining them as actual murder weapons which have been used in the past and found their way into Mr. Boddy's collection of crime. It's Shaw's own unique interpretation of the Cluedo world, but that is what makes this comic accessible, as it does not rely on decade-old lore.


Given the source material, it's only natural that Shaw decided to set Clue: Candlestick up as an interactive experience, a murder mystery where the reader is invited to think along, and while I do think the concept is really fun, the execution is also slightly flawed. I guess the thing that comes closest to the concept of Clue: Candlestick is the Professor Layton videogame series, in the sense that the narrative is sometimes 'interrupted' by puzzles that at times do feel disjointed from the actual story. For example, Clue: Candlestick opens with a scene where Professor Plum hears a sound coming through the window. As Plum narrates "Lying in bed, awake, I imagine the path the wind takes through my bedroom" we see how the wind apparently goes through a maze before it reaches Plum. Not only is this a maze puzzle, but it does work really well in showing off how Plum's mind works. At other times though, the puzzles feel a bit unnatural, for example when you're suddenly asked to recall some details from the previous page without turning back.



Ultimately, the mystery of whodunit is also treated as an interactive experience, but it doesn't really work well. At the end of Issue 2, the reader is challenged by the message "You can solve the mystery before the third issue if you do all of the puzzles in issues one and two, and if you have a "Clue" game board for reference... Good luck!". Technically, this is true, but as a mystery story, it's not really satisfying. The most important hint to allow you to pinpoint the murderer is hidden within a puzzle is completely disjointed from the narrative, while you also actually need the Cluedo game board for reference if you want to solve it in issue 2. Which obviously, is not included with this comic. Hiding an essential clue in a puzzle that has nothing to do with the story, and also requiring information from outside the story, is not really fair. What's absolutely odd however is that Clue: Candlestick could've been made a much fairer experience: some scenes seen in issue 3 do make this a fair mystery puzzle, but as you only get to see them in the last issue, you can't use that information in issue 2. Had those scenes been moved to the second issue, Clue: Candlestick would've worked so much better. Also, I think it's really a shame how that vital clue was only hidden inside the puzzle. At the start of the story, there's a puzzle that shows how everyone searched the manor (the order in which they visited the rooms). But even if you didn't solve the puzzle based then, you could also figure the order out by paying attention to the artwork, as Shaw also shows in the backgrounds how the characters moved around. So you could either try the puzzle out, or work the thing out through the story. This isn't the case with the vital clue, which can only be obtained through the puzzle which is completely disjointed from the rest, so that feels very cheap. The whodunit aspect is by the way not extraordinary surprising (in fact it's quite simple), but the concept as an interactive experience is interesting. I guess that players of Clue will have an edge here, something that could've been prevented with some simple scene shuffling.

As a standalone mystery comic, Clue: Candlestick is perhaps not completely fair, which is a shame as relatively simple changes would've done wonders for it, by either pushing the Challenge to the Reader back or pulling some scenes to the front. And certainly don't expect Detective Conan or Kindaichi Shounen no Jikenbo-esque plots with some ingenious murder method or something like that. Ultimately, Clue: Candlestick is still an adaptation of the original board game, and I think that it does work mostly: the emphasis on character movement, fleshing out the character/weapon lore, the interactive aspect of the comic makes it feel like a comic board game and taken simply as a comic book story, the tale it tells is quite amusing. I definitely enjoyed reading it, even if it could've been even more fun with some minor changes.

Tuesday, February 11, 2020

The Secret Garden

`Begin at the beginning,' the King said gravely, `and go on till you come to the end: then stop.'
"Alice's Adventures in Wonderland"

2018's Honkaku Mystery Comics Seminar was a seminal study that explored how mystery manga developed in Japan by focusing on publishing history. It traces a chronological line starting from the fifties until the present based on over 800 mystery-related titles. While the major watershed moment for the genre was clearly the trio of Kindaichi Shounen no Jikenbo, Detective Conan and Q.E.D. Shoumei Shuuryou in the early-to-mid nineties, the period discussed in the book that interested me most was the period right before that. The seventies provided a space for mangaka to experiment with the format and especially the female writers were very important in this period of exploration, as they did daring and incredible things that really pushed the format. This was the formative period for original mystery manga (not adaptations) and this work was mostly done by women, and this would carry on in the eighties. I have been exploring this formative period the last year with for example Takashina Ryouko's Murder series, the mystery tales of Maya Mineo's Patalliro! and Yamada Mineko's Alice series. But there was of course on one major title I still hadn't tried out, until now.

For how could one ignore Noma Miyuki's Puzzle Game ☆ High School? This series started a decade before Kindaichi Shounen no Jikenbo and Detective Conan, but in terms of runtime, it's been similarly succesful like those two giants: the original Puzzle Game ☆ High School ran from 1983-2001, which is really long by any standard. But like Kindaichi Shounen no Jikenbo, it's been followed up by several sequel series, so it's actually running even now, more then 35 years after it originally started! As the title suggests, the original series starts at Hazuru High School, a school with numerous school clubs and circles. These clubs and circles have a extremely high degree of autonomy and are exclusively governed by the student council, and not even the school administration can interfere with these afterschool activities. The beautiful Kazuki and handsome Daichi are two childhood sweethearts who start their own new club: the new Mystery Club is further joined by Mimei, who knows about everyone and everything that's going at the school, and the shy first-year student Takuma, who also dabbles in stage magic. The Mystery Club's goal is to solve mysteries themselves, and there's more enough of mysteries and problems to be solved at Hazuru: from rumors of the all powerful student council president blackmailing clubs to let him sleep with the most attractive club members, to kidnapping attempts on a school idol, a vandal who threw a can of red paint in the school pool and the impossible theft of the student council seal, the members Hazuru's Mystery Club have more than enough to do.

Except they don't ever actually study at this school. I mean, I have read two volumes now, but I have not seen one scene where these students actually, err, do school stuff. They're like the whole day busy with their afterschool activities...

The setting of Hazuru High School is utterly nuts though. I mean, the idea of a student council having infinite power is something I can shrug at, but man, the things that happen at this school are far from normal for an institute for education. I mean, in their second case, the Mystery Club is investigating an underground escort club run by students at this school, one of Club's allies turns out to be a professional nude model who's also dating a former teacher of this school (and he was her teacher when they first met), there are more stories about students who had romantic relations with teaching staff, one story's even about a student who gave birth to a baby, some of the clubs are basically organized crime, the council president is a corrupt womanizer who abuses his power: what kind of crazy high school is this! I mean, sure, this school definitely allows the Hazuru Mystery Club to handle a lot of weird cases not even Conan or Hajime ever encounter at their schools, but what parents would ever allow their children to go to Hazuru? Even Hajime's Fudou High (where there's a high percentage that a student will either be killed or turn out to be a ruthless murderer themselves) is a better educational institution than Hazuru.

Anyway, as a mystery manga, Puzzle Game ☆ High School started out a bit uneven for my standards, but by the second volume it really started hitting a stride, and it does make interested in reading more of this series. Like I mentioned, the Mystery Club is called to investigate (or decides to stick their noses on their own behalf) in a diverse selection of cases and that also results in stories that don't always follow a formula. Whereas Conan and Hajime are most of the time solving murder mystery cases and the focus therefore lies on the whodunnit and howdunnit, this isn't the case here. The story about the escort club is more about how the Mystery Club is going to survive this investigation due to the powerful forces behind the escort club and turns into a battle of wits, while the story about the baby is more a sweet, but straightforward story where the club members uses their expertise to follow up on each clue to find the parent of the baby. Not every story is as strong as the other in terms of mystery or how the puzzle plot is constructed, but there are some stories that are surprisingly fun.


The first story that makes an impression is Nishibi no Naka no Alibi ("The Alibi of the Setting Sun"), where Takuma is accused of completely trashing a locked classroom, of which he alone had the key as he was the last one to leave the room. While he denies the act, the fact he has the key and there's a witness who says he saw Takuma trashing the room puts Takuma on the spot. The locked room element of the story is kinda glanced over and the title gives away too much, but this is the first story in the series to actually be a well-clewed mystery, even if it's too simple. But then you have a story like Akai Pool no Himitsu ("The Secret of the Red Pool"), which is truly a great school mystery. One morning, the school's swimming club find that someone had thrown red paint in the swimming pool, ruining the water. The Mystery Club tries to figure out why anyone would want to commit such a meaningless act. The motive for this 'crime' is both original and fitting the setting and the way the story builds towards the reveal is great. Definitely the best mystery story of the first two volumes.

Kin no Monshou Jiken ("The Case of the Golden Seal") involves a minor impossible theft: two persons who had their plans ruined by the Mystery Club in the past conspire together to destroy the club's reputation. They arrange so the Mystery Club's responsible for protecting the golden seal of the Student Council, one of the symbols of the council. It's to be shown to the students at a certain occassion, but our conspirators has sent a warning letter to the council president saying they will steal the seal, daring the Mystery Club to try to stop them. Hazuki is guarding the seal herself as they transport the seal from the office to the gymnasium, but despite that, the conspirators manage to swap the seal with a fake one. The mystery of how this was done is solved pretty easily, but seeing how the Mystery Club manages to regain their reputation is fun.  The second volume also contains Houseki Goutou ("Jewel Theft"), the first chapter of the mini-series Puzzle Game☆Jr., which is about Hazuki and Daichi's time as middle school students. Daichi used to be childhood friends with Hazuki, but his family moved away, until they recently moved back in town and happened to become neighbors with Hazuki once again. The previous inhabitant of the house was a young student who became close with Hazuki, but unknown to her he was also involved with a jewelry theft. Their accomplice hid the jewel somewhere in the house, but a fallout means they can't find the jewel anymore. As a Poe-esque mystery story about finding a hidden object it's pretty decent and interestingly clewed.


Seen from a historical perspective, these stories are exactly like the puzzle plot mystery manga like we know from Detective Conan and Kindaichi Shounen, and that coupled with the series set-up with cast of recurring characters and an internal chronology, this is definitely the series that directly precedes the triumvirate of Detective Conan, Kindaichi Shounen and Q.E.D. Shoumei Shuuryou. To be honest, I am kinda surprised that Puzzle Game ☆ High School didn't manage to make bigger waves. Perhaps it was just too soon for its time, because in terms of concept, it's really no different from the major mystery series of the nineties with an emphasis on short puzzle plot mysteries.

These were just what I thought were the highlights of the first two Puzzle Game ☆ High School volumes and as I said already, I do plan to read more of the series eventually, though it's likely I'll just buy a few volumes once in a while, so don't expect frequent reviews. The quality of the mystery plots can be pretty uneven, differing widely depending on the story and the overall background setting of this school is crazy as hell, but when a story manages to hit the right notes, it's capable of providing more than entertaining mystery stories due to its unique setting, so I hope to come across more of these highlights.

Original Japanese title(s): 野間美由紀『パズルゲーム☆はいすくーる』第1-2巻