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Schrödinger's Call Review – Is The Line Alive Or Dead?

Genre – Mystery, Drama    Play Time – 10 hours    Developer – Acrobatic Chirimenjako    Steam   VNDB

 

Hotline To The Dead

 
As a method of commination, a phone call walks a strange line between the awkwardness with its audio lacking the important non-verbal cues of human interactions and the deeply personal connection of having someone speak directly into your ears. This unique experience lies at the core of Schrödinger's Call’s narrative presentation which leans heavily into this space of intimacy and misunderstanding to craft its dramatic and emotional highs. The game follows Mary as she works as the last confidant for recently deceased spirits where she takes their calls and tries to help them make peace with their lives. All of these people do not entirely remember the trauma which keeps them here so a strong investigative element runs through the title as the player must deduce the truth and help Mary solve their cases. Each of the cast Mary talks to over the phone bring their own quirky personality and unique animal form to the table in order to make them easy to keep track of and a joy to talk with. This sense of striking identity extends to the visuals which use of a predominately black and white sketched aesthetic backed up by sudden bold use of singular colours to allow a moment or person to stand out. However, this is a game plagued with odd game design such as an overuse of repetition and an abundance of choices which merely loop the player around and waste their time. Are these development decisions enough to undermine this deeply personal tale of lies, loss and love? Let’s pick up the phone and find out.
 
 

A Cat In The Box – Narrative And Themes

 
From the moment Mary first picks up the phone there is a permanent through line of personal mysteries about each caller as well as about Mary herself. Having every person not completely remember their life creates enough space for speculation about what trauma holds them here and gives the player something to slowly pick apart over the course of the game. Each chapter is made up of one main caller which Mary has to help pass on and a selection of secondary callers who all knew the main caller in life or they are somehow linked to them. This interweaving web of relationships helps prevent the calls from becoming repetitive since the player will be bouncing around between these vastly different and colourful characters. Putting all the clues about their past together at the finale of a chapter and freeing them is an incredibly satisfying experience with a good catharsis and emotional climax to it. 
The game begins and ends with this phone

Similarly Mary’s own past is slowly teased over her various encounters with the callers and provides a nice plot thread to link the entire title. The picture of Mary becomes more muddy over time as the fault lines in her personality reveal themselves and overturn any initial impressions of her character. So when the big reveals do come they are still shocking but make complete sense when looking back at the subtle hints left over the entire play time. Once all the callers have had their turn and the spotlight turns to Mary, the game does not pulls its punches and crafts a compelling final act where her suffering get put on full display for the player to engage with first hand. It is an impactful way to end the game and will sit in the player’s mind as the credits roll and they put down the phone for the last time. On a broader point, Schrödinger's Call makes a lot of narrative use out of its use of the phone as the main means of communication. There is a great deal of attention played to the misunderstandings and nuances which occur only over the phone and even make one of these a core plot line to great dramatic effect. The phone also serves the role of being a symbol of connection, or the seeking thereof, and how such relationships can be fraught with problems and cut off when we least expect it. Yet it is precisely these connection through the calls Mary makes which ultimately save not only those callers but also Mary herself when she comes to understand the value of those bonds. All of this is cleverly conveyed through the ups and downs of the narrative and its gentle warmth can be felt when it is most needed.
 
If there is one thing Schrödinger's Call seems to have an obsession with it is repetition. The game constantly repeats itself even when the events or information it is repeating have only just happened mere moments ago. By far the biggest offenders are Mary’s write ups after each call where the player is taken through the call they just experienced. Nothing in the game is complicated enough to justify this kind of aggressive hand holding since all of the main points of a call are highlighted during the call so the player cannot possibly miss them. It is as if the game does not trust the player’s memory and its own ability to hold their attention. At least a quarter of the play time is dedicated to such repetition making it a constant and invasive force many will find difficult to ignore. Had these recaps only occurred once every so often then they might have served a useful purpose to refresh the memory, but instead they are the largest stain on the overall experience. 
Gasp! Just like the famous thought experiment!

A separate and less noticeable problem can be seen in the way the game hand waves away certain elements which seem like they should be important but end up slipping to the sides in favour of the emotional finale. The moon crashing to earth is perhaps the biggest of these and you would think it would be a big and constant presence but instead it has a surprisingly minor presence and often forgotten. This is to the point at which the game itself seems confused at times as to whether the moon falling really happened or not with it bouncing around on its position on the truth during the ending. Another weirdly discarded feature pops up when looking at the cat, Hamlet, who acts as Mary’s companion throughout most of the story. Despite this prominence and the mystery surrounding him, he is somewhat discarded towards the end and there is never any real resolution to who or what he is and where he goes or what his purpose might be. Neither of these concepts matter much to the emotional weight of the final act so it is understandable they go pushed aside, but some proper clarification would have been nice to neatly wrap everything up.
 
 

The Animal Kingdom – Characters

 
Being glued to the phone naturally leads to a conversation heavy style of narrative so it is important for the characters to be interesting to converse with and on this point Schrödinger's Call is impeccable. Each of the main callers has their own distinct relationship with Mary and bounce off her in entertaining new ways in order to keep them feeling fresh. From Lucy, the guilt ridden mother, to Violet, the gentle and confidant rich girl, they all present themselves through their memorable mannerisms then, as the player comes to know more about them, their flaws and imperfections give them a delicate humanity. Their associated secondary callers have intertwining views and lives despite the fact they never talk to one another during the game and rely on Mary to be a go between which helps further push the importance of her centralising role. As they all slowly remember their shared history, the powerful emotions this brings out constitute much of the titles ups and downs for them to push through and this journey is what makes them so memorable. The chapter structure also ensures they never outstay their welcome with their resolutions coming at just the right time when they have said all they need to and the player is ready to move on. 
Choosing to have each caller be a different animal person was a smart choice

Every caller somehow has an emotional similarity to Mary and it is by interacting with them that a more complete picture of how she thinks becomes clear. This is an excellent method of making every character important since they each hold a piece of the puzzle about Mary and her lost memories. It also helps reinforce the idea of Mary as an empathetic person who is suitable to be the last confidant while setting this trait up be questioned and its fragility to be brought to the front. Mary’s broader characterisation is wonderfully put together from her ability to act as a problem solver for the callers to her eventual confrontation with her own past. Throughout she remains a central pillar of the player’s interest and the texture of her personality is teased out slowly to keep them on the edge of their seat. Investing emotional in Mary is easy which is extremely important when the final sections of the game rely so heavily on the player’s connection with her.
 
 

Hold The Phone – Visuals, Audio And Technical

 
When loading up the game for the first time its visual language immediately marks it out from its peers with its use of darker colours and strong lines. The majority of time black and white will be presented to the player as they act as the baseline for this space between life and death. It speaks to the delicate balance maintain here and Mary’s role in pushing people out of the intermediary place. This pairing of contrasting lines and white voids makes the flat and dark colours which each of the callers brings to the table stand out against Mary’s own bland room. Each lacks the lustre they may have once had to mirror the poor state the callers find themselves in yet the colours still hold a weight to them and subtly communicates the emotions and personality they had in their prime. The soundtrack is similarly dulled with a heavy use of deep and resounding sounds even in pieces aiming towards a lighter tone for their associated character. It does a good job of capturing the mood of each caller to the point of the player being able to recognise which person is calling from their track alone. Furthering the auditory identity of the cast are their series of distorted voice snippets which all carry the fuzziness of a phone line and their own unique cadences. These elements combine to create an audio-visual landscape which help elevate Schrödinger's Call and make it easier to overlook its issues.
Clean, informative and filled with personality

On the mechanics side of the equation things are a bit more uneven in terms of quality. Having the player input the phone number of the person they want to call by rotating the dial gives the phone a wonderful sense of tactility. It helps centralise the phone as a device of connection through this physicality with the phone also needing to be manually picked up to answering incoming calls just to keep it in the player’s mind. In a similar vein, the notebook has the player flipping between its writing covered pages to find the clues needed to answer the mysteries and set the caller free. Later on it becomes an important narrative point when starts to become the playground for Mary’s increasingly decaying mental state. Despite the game forcing the player to spend too much time looking due to the constant recapping of events, it remains an endearing feature due to its role in the story and Mary’s illustrative drawings. 
 
Unfortunately things get worse when looking at one of the biggest points of player interaction, choices. The offender here is the way choices are looking for only one response and looping the player back around to the start of the text if they choose incorrectly. This is understandable in the quiz sections where the whole point is for there to be a right and wrong answer, less so when they are used for the general conversation choices without any kind of clear correct option. The second group form the majority of the choices in the game and so the player regularly finds themselves being looped around since they have no context to know what the game wants from them with such a small amount of information. What makes this worse is the way the choices initially create this idea of non-linearity which encourages the player to explore the narrative space only for them to be slapped across the face for attempting to do so. 
 
 

Conclusion

 
Finding connections with others can be a difficult and delicate yet rewarding endeavour and it is this core message which Schrödinger's Call wonderfully captures with every call. The mystery of each caller’s life and regrets makes for a compelling series of interactions which build towards the greater finale around Mary. Each character has a vibrant life to them which allows their calls to be constantly engaging while slow picking away at the tragedy they hold in their hearts. A strong audio-visual style supports this growing narrative and uses colour to create contrast and dulled beauty in order to sell every revelation. The phone and the notebook mechanics add a tactile feeling to the small space Mary inhabits and lends these solitary points of connection a weight they would not otherwise possess. Issues of execution do exist throughout the experience from repetitive hand holding to vague plot points to frustrating choices, but none of these are enough to break the brilliant vision of the work yet they do add some distracting cracks.
 
 

Verdict – 

Deftly dials up an imaginative story of the fragility and value found in human connections told through the distorted audio of a rotary phone. Yet it never quite reaches its full potential due to some poor design decisions related to repetition and time wasting choices.
 
 

Pros-

 
+ Each caller is their own mystery where picking away at their past slowly unveils the tragedy keeping them from passing on.
 
+ Makes the most out of the phone with a series of plot twists and misunderstandings perfect for the nebulous connection it provides.
 
+ The cast has a good variety to it and they rub up against Mary in their own unique ways.
 
+ Mary is an excellent protagonist who starts out as a seemly well adjusted girl and over the course of the game the player gets to see her gradual collapse.
 
+ Well crafted visual and auditory identity weaved in amongst the tactile mechanics of the phone and notebook.
 
 

Cons -

 
- Repetition plagues the game with it constantly going over events which have just happened as if it is afraid the player might miss something.
 
- Frustrating abundance of choices which loop the player around them if they choose the wrong option and wasting their time.
 
- Some plot points end up discarded and unclearly resolved.
 
 

Lupercalia of the Silent Accord Review – All The World’s A Stage



Genre - Drama, Supernatural    Play Time - 30 hours   Developer - Rupekari    Patch Download   VNDB

 

Theatre Will Make You Good

 
In a city famed for its theatre, a group of students find themselves drawn into the amateur Lampyris Troupe and their new play, Philia. This is a story of loss, acceptance and love told through the cast’s struggles to perform and the friction which forms between them. Its lavish use of theatre visuals and metaphor give the game a distinctive feel and helps support the impact of each major revelation or character moment. The cast is a colourful bunch who all bounce off each other in a fun and believable manner while having interesting scars that make for strong character arcs. Keeping each one of them relevant throughout their screen time is one of the titles biggest achievements as it helps foster a sense community to the group and allowing their development to occupy a larger amount of the narrative space. However, it is plagued by a litany of minor issues from an overuse of flashbacks to romances which feel out of place and this often distracts from the core themes and ideas the game clearly wants to communicate. Are these niggles enough to make the audience leave the theatre? Let’s step into the lead role and find out.
 

Dance Upon The Stage – Narrative and Themes

 
Committing completely to a core metaphor through which all aspects of the narrative are passed has a transformative effect on how a game engages with its material. For Lupercalia this central element is the theatre and it shapes everything from the city the characters live in to the supernatural powers influencing their actions. Through this lens the personal and human are delivered in the same common formula as the greater narrative in order to make them easy to understand while blurring the barrier between them to heighten their emotional impact. Having the entire city be so focused around theatre helps provide a legitimate reason for the game’s use of it since every character is in some way connected to it and had their lives shaped by it. As the troupe set about preparing for the performance of Philia it is their trails and tribulations on this journey which define their arcs and allows them to shine individually and as a whole capable of putting on a compelling performance. Dealing with the practical realities of how a theatre production works gives the player a glimpse behind the scenes in a way that invites a feeling of wonder at the skills involved to make it all come together. When the supernatural elements creep in they treat the fabric of reality like it was a stage with props and backdrops to be swapped out on a scene change or having the people be unwilling actors to be pushed on and off it. No matter how the narrative is framed it remains a distinctly personal one where each character has to grapple with their past and try to unpick the trauma eating away at them. This helps prevent the metaphors from feel too abstract or overly focused on an existing understanding of how theatre works and acts a reference point for the player to invest themselves into this story. The inherently dramatic nature of theatre is played up to make the emotions of the cast and the events of the narrative appear grander and more impactful than they might otherwise. Assisting this is the way the troupe all remain important even when the focus is on one specific member which sells the idea of them as a dynamic group while preventing secondary characters from being forgotten. All these uses of the theatre contribute to a visual novel with an extremely memorable overall identity unlike any other of its peers in the way it and deftly weave them together so naturally.
The stage is front and centre from the moment the game begins

Before covering the story’s issues, let us begin with the conclusion since it is worth keeping in mind for this section. None of the problems listed bellow fundamentally compromise what the game achieves with its use of theatre to craft a compelling narrative, but they do add up and any one of them might be straw that broke the camel’s back for you so keep that in mind. By far the biggest among these issues is the over use of flashbacks to a frankly hilarious degree. This humour is not intentional as the game presents them in complete seriousness, yet there are so many of them that more of the game is spent in the past than the present to the point that it almost comes across as parody. There are few scenes which do not include, or are entirely, flashbacks and this is due to the focus on the cast overcoming their traumas rather than on any present danger. Even the overarching forces at play are firmly connected to the past so this narrative choice is understandable but there is little doubt it becomes tedious when it regularly grinds forward progression to a halt. A more minor issue is the way the title likes to jump between characters and sometimes fails to establish the jump in perspective happened and the player will only realise it after they have been playing the scene for a while. There is a pop up in one corner that appears when swapping perspectives but it is small, easy to miss and nowhere near the text box which is focus of the player’s attention. It is just an unnecessary layer of confusion and brings the player out of the experience. The romances often feel at odds with the themes of overcoming trauma and forgiving other and yourself since they are framed as a form of escapism. All romance routes are made artificial through the way that they only occur due to the supernatural meddling and the correct choices which lead to the true ending all involve rejecting that easy out. Lupercalia feels like it has been saddled with the exceptions of having a romance inherited from it choice of genre and does not know what to do with it and so is only including it out of obligation. This is not helped by the fact the routes to not have any meaning content exclusive to them outside of a vague and fast romance which does little to expand on either party involved and feels hollow overall. The supernatural aspects have a similar uneven use and presentation. They are merely a background element in the first half of the game to the point of characters having oddly dismissing attitudes towards the abnormal things happening around them since it is not currently plot relevant. Once it is in full swing the rules of these powers are nebulous and seem to be whatever the developers want at any given time which makes them feel contrived and somewhat out of place. To top it all off the supernatural is never given a proper explanation for its origin and the game try to hand wave it away by quickly moving on to the dramatic finale and hoping the player will not notice.
Well excuse me...

Something else which can be held against Lupercalia is implicit view that the only type of theatre worth engaging with is tragedy. Not once is comedy ever mentioned or considered even in passing. This is a fairly common attitude throughout history with even the ancient Greeks suffering from this prejudice, but in Lupercalia it stands out due to how it is regularly willing to use humour yet does not want to address this contradiction between its views and actions. For another example of its strange aversion to comedy is its name dropping of Shakespeare tragedies such as Hamlet but its complete failure to acknowledge the other half of the man’s works like Much Ado About Nothing. A real actor would never turn their nose up at good work and would love a chance to test different acting muscles so it comes across as odd that characters obsessed with expanding their acting abilities never consider comedy. Lupercalia is a victim of this historical disdain for what has been seen as lesser form of the art of theare. Always remember for every Aeschylus there is an Aristophanes and for every Macbeth there is A Midsummer Night’s Dream.
 

Theatre Kids – Characters

 
The Lampyris Troupe are the heart and soul of the game and each of its members has a distinct personality which are interacted with in interesting ways. Rather than a harmonious group they are instead a boiling pot of strong egos and this naturally leads to a lot of friction between their competing visions for their roles within the performance. This constant parade of minor conflicts allows the characters to define themselves in a way that builds up organically as the clashes reveal little bits about them. As such when the major conflicts roll round the player has a good sense of how the cast are going to react to them and the game is willing to both play into or against what has been established in order to create well rounded characters. Beyond their disagreements this is a troupe who care for one another and this is shown through their small actions to accommodate and support one another or to defend them from outsiders. Each character shines brightly when they are centre stage and they are a delightful mixture of flaming ambition and crippling trauma which makes them easy to root for while also being entertaining to watch. When they are not the focus of attention they still contribute to other character’s arcs and generally make their presence felt to push the idea of this being the story of the troupe in its entirety rather than just a few important people.
And so the troupe grows larger
 

Stepping Into The Spotlight – Visuals, Audio and Technical

 
Continuing the game’s fixation on the theatre are the visuals which play on the theatrical motifs and colours of the stage to present the narrative’s themes and ideas. This comes across both in the ways the physical structure of the theatre always finds its way into many scenes and the costume of the performers who step into new clothes to embody their roles. As the lines dividing the theatre and the outside world blur through the characters conflicts and the supernatural elements so to does the visual presence of the physical structure finds its way increasingly into the wider story. Once the supernatural is in full swing the theatre becomes a more abstract sight with the architectural motifs reduced to their most symbol nature where the patterns adorning the old buildings manifest an otherworldly power. Beyond its use of the theatre, there is a strong understanding of how colour and mood are linked to one another and this is subtly used to direct the player’s emotions at every turn. Making these visual aspects so upfront means the game can keep stimulating the player with new and exciting iterations on these core elements while having a gentle transition between them so as to not overwhelm the player with so much they become desensitised to it.
The plays are a highlight of the game

From a visual and technical stand point there are two notable issues. The first being the rather loose relationship the character art has with anatomy. This is not the standard strangeness like the large breasts common to certain anime styles but instead a broader inability to maintain a consistent sense of the physical proportions in general from eyes to limbs. Nothing is immune as the whole spectrum is effected from CGs to portraits and it is distracting to have people who look like shapeshifting aliens that do not quite understand the appearance of a real human. How much this will bother the player is going to influence whether they find this funny or a deal breaker. The other issue stems from this being a fan translation and this is the sometimes iffy nature of the grammar chosen by the translator. Every so often the player will have to re-read a section of text out of confusion where it is unclear what it is try to convey. While this is rare enough to not be a deal breaker it is still worth adjusting expectations when coming into this game.
 

Conclusion

 
As the curtain falls Lupercalia of the Silent Accord’s commitment to its core identity allows it to craft an experience which can stand out among a sea of similar titles. Its story of theatre and stage makes for a compelling centre piece for the struggles and drama unfolding around it. The visuals continue the theatrical motif in a bold fashion making for a feast for the eyes where reality and the play blend together. Backing this up is a cast of large egos and memorable motives alongside the friction they brings to the troupe as a whole. However, the numerous minor problems with the execution of its story coupled with the some stumbles in the quality of its visuals and translation hamper it. Yet what it does is not something the player can find anywhere else and make pushing through these issues worth it to play such a powerful title.
 
 

Verdict – 

Theatrical visuals and metaphors provide the foundation for a deeply person tale of overcoming loss and finding hope in the things we love. Even if it does stumble at times when telling it through some odd choices.
 
 

Pros -

 
+ Its complete commitment to the imagery and metaphors of theatre creates a memorable and gripping story which sticks with the player.
 
+ A cast with large egos and deep seated traumas makes for a perfect mix of tension and camaraderie.
 
+ Has a visual identity which pops off the screen and makes for a constantly stimulating display to match the drama of the text.
 

Cons -

 
- Plagued a lot of minor narrative issues that distract from the core experience.
 
- Character designs have a very loose relationship with real anatomy and their physical proportions shift from pose to pose and CG to CG.
 
 

Detective Fiction – Genre Deep Dive


On The Case

 
From Sherlock Holmes to Columbo, Detective Fiction has a vice like grip on the popular consciousness so it is no surprise to find visual novels making use of such stories. The way visual novels play into the strengths of video games and written mediums results in a unique blend of roleplay while still having the strong personalities key to a good detective. When the focus is around the detective within an officially sanctioned organisation like the police the story tends to come with more authority for the characters and the struggles at having to navigate red tape. Stepping into the private sector and the detective gains a more scrappy mentality where they have to work to unearth clues in a less direct fashion compared to their official counterparts. Then there are characters put into the role of detective out of no choice of their own and this lack of experience alongside them often being directly connected to mystery they are solving gives them a wider emotional and narrative range at the cost of much of the detective fantasy. Let’s put on our deerstalkers and deduce how these traits of the genre influence its presentation and what stories it tells.
 

Official Police Business

 
Working in an officially recognised organisation like the police or some form of special unit gives the detective a greater degree of authority to wield while also demanding they be accountable to regulations. Narratively this often manifests as some elements of the police procedural style where the characters have access to a wide range of other professionals in various field who can provide information they would not otherwise be able to know. Another common feature is a fixation on the crime scene from an analytical perspective where the detective picks over every detail of the area beyond what is necessary to solve the case in order to sell the idea of just how capable they are and many resources they have at their disposal. In order to create a sense of the authority available to the detective they are able to get access to restricted locations and make people they are interviewing feel as if they have to talk which both feed into this idea of the borrowed power they are wielding. Red tape is a part of any large organisation and at some point the detective is going to have to be shown engaging with it. The exact extent of the paper pushing and regulation which appears depends on the extent it leans into being a fantasy with the grounded tales tending to have more mundane work and the action focused ones being less interested in breaking the story’s flow to accommodate it. 
Got to get all the details of the crime

This divide between the kinds of police detective fiction defines much of this side of the genre in visual novels so let us look a pair of games which exemplify each end of the spectrum. AI: Somnium Files is not a realistic depiction of police detective work in any way with the futuristic sci-fi tech and the special branch dedicated to use it. There is a strong through line of drama where the Detective Fiction is a means of presenting a complex narrative rather than an attempt to engage with the realities of solving crime. Date Kaname never has to sit down and do paper work and spends as much time goofing off as he does working to the point you could be forgiven for forgetting he is in-fact in a position of authority. Yet he does have to work within the bounds of the police’s structure such as not being able to arrest or hold people without evidence and this is used as a dramatic device to build tension and tie his hands. It also acts as a means of easily presenting him in a heroic light as he struggles to do what is right while also balancing his role as a representative of a group far bigger than him. Crime scene investigations is a core aspect of AI: Somnium Files identity and over the course of the game the player will investigate them in great detail as they try to piece together the mystery. Here is where the appeal of the detective fantasy is at its strongest in AI where the fragmentary clues tantalisingly place the truth within reach, but only the detective has ability to reach that conclusion. On the other hand CollarXMalice is much more interested in the day to day operations of the police despite it also have an outlandish premise. The protagonist spends a lot of the common route performing the routine actions required of the police from filling out paperwork to taking calls to patrolling the streets. Through these actions the game’s world is contextualised within a sense of normality the police are trying to maintain despite the circumstances around them. Returning to this normal is a key motivator for the protagonist and their mundane actions showcase her vision of such a life which remains potent as the antagonists attempt to take it away from her. Since she is not a detective by position but instead circumstance, this causes the mystery solving element of the detective to move away from the crime scene itself and into the way each crime paints a picture of what the antagonists are after as she works towards the truth about each one. Being part of the police does give her access to specialists, in a more grounded way than AI’s sci-fi magic, with the most notable of these being Shiraishi Kageyuki of the crime lab who regularly gives her useful information his department has gained. Everything aims to sell the police in this setting as a believable version of their real world equivalents and sell the lumbering nature of this organisation which the detective belongs to.
 

Private Eye

 
A private sector detective is free from the constraints and responsibilities of the police but in exchange do not have access to the professionals or the ability to pressure people for information through their authority. This leads a lot of such detectives to be characterised as scrappy underdogs who have to use their intelligence and creativity to the evidence they need to solve the crime. It pushes the super smart end of the detective fantasy where they are utilising their cunning to pry truths out of people which they would otherwise never speak. Having some connection to the police is a relatively common means to get the detective the knowledge he need, either because they were once part of the police or through a friend on the force, yet there is careful balance here since it could easily undercut the scrappy element of the fantasy and so the source of the information often only reveals a limited amount since they are bound by confidentiality. Interactions with the criminal underworld or shady information brokers is another angle this style of detective can bring as they tread the line between the light and dark sides of the world in pursuit of the truth. This plays into the more morally grey tendencies of a detective working for an inherently selfish motive in money where their compass might lead them to do things the player may not agree with. 
Finding all those tiny clues

As a genre this type of detective is deal with in one of two ways, either it is treated with the utmost seriousness and leans into the darker side of human nature or it goes the opposite way and makes the lack of restrictions of their activities the source of a light adventure with a free-form structure. The Kara No Shoujo series is sits decidedly on the side of the former with its horrific murders and generally dark tone. Tokisaka Reiji is not initially hired to solve a murder but rather to go undercover as a history teacher to investigate a series of disappearances at the behest of the vice principle. This is an important part of the narrative set up as it establishes the for hire nature of the detective and as he pokes around to try and solve the disappearances the player gets to see the cunning way he uses the minimal resources he has at his disposal. His lack of detachment from the people he interacts with and his willingness to get personally involved in their lives marks him as a less professional and more human version of the detective. Given the small cast of characters this focus on them allows the game to place the horror of the murders on a personal level where the player will witness the effects it has on a wide spread of the cast. It also highlights how compromised the detective is when he acts in accordance with his emotions rather than the logic more befitting his status and this makes his struggles and successes feel personal to him. A lighter take on the private detective can be seen in Famicom Detective Club: The Girl Who Stands Behind where the protagonist assumes the role after being taken in by a more experienced detective. The young age of the protagonist allows them to fit into the school setting where they are tasked with investigating the disappearance of a young girl and it makes his naivety and inexperience blend into a coming of age story which steers clear of anything too dark for its broader target audience. Witnessing the growth of a detective on the job is a part of the genre this game plays heavily into as the player gets to witness the protagonist grow and find the skills he needs to solve the mystery and discover the spark of genius which defines him as a detective. Following this growth is one of the main ways the narrative gets the player invested in seeing the story to its end and gives another emotional avenue to the mystery beyond the desire to see it solved. It also leads to a story about building a future and is hopeful for the people involved in contrast to the spiral downwards which defines Kara No Shoujo.
 

Amateur Hour 

 
The final type of detective fiction is one where the detective is an unwitting everyman who lacks any spark of deductive genius. They are drawn into investigating the mystery when circumstances compel them rather than as part of their profession. By the end of the story they may have picked up the skills of the detective but they do not start out with any of them and struggle against what is asked of them and even at the end their abilities are something they want to never have to use again. These detectives possess likeable and familiar traits of people the player might meet in their day to day life giving them by far the most grounded starting point for the genre and it tries to keep them within this core identity so they never lose their connection to the world they came from. Due to their origins they have no way of accessing the information necessary to solve the mystery like other styles of detective and instead the game adopts a contrivance, such a some form of magic or a contained environment, in order to provide the clues and resources need to solve the mystery. This need for a strong justification for the detective’s engagement and ability to solve the mystery does lead to this end of the genre tending to be far more wacky in premise with it stretching the limits of the genre. 
Naegi is an extremely over the top version of the everyman 

Danganronpa is perhaps the poster-child of how distinctive this side of the detective genre can be in visual novels. Its detectives are always confused participants in the death game which demands they solve various murders with the minimal skills at their disposal. Their deer in the headlights reactions to what is happening around them firmly places them as an everyman who has to stand up to the task in order to survive no matter how unsuitable they might be for the job. Focusing on confining the cast inside a limited location to incite the death game also serves the double purpose of ensuring the clues the detective needs can be found despite their limited skills. Meanwhile their captor, Monokuma, serve as the specialist who can provide the detective with information they could otherwise not know even if they might present it in a misleading fashion. While not as comically over the top as Danganronpa, Umineko’s use of magic in its setting gives it a legitimate reason to be able to supply Battler with all the details of the case from his vantage point outside of time and space. Battler himself is the definition of an unwilling detective when he is thrust into the role when people start being killed around him and he raw reactions to events and way he struggles to adapt make him start out being an everyman. Eventually he does take to his new role as detective which is in the game’s best interest given how much it plays of the idea of the detective and the cliché’s of Detective Fiction, but even then it is careful to keep his motives of saving his family and friends front and centre to utilise this contrast between actions and motive to fuel his character growth. He is not the only detective on the case with Beatrice acting as a detective who seeks to prove magic as the cause of the mystery as opposed to Battler’s realistic perpetrators. The pair’s vastly different views on events are a core part of Umineko’s appeal since it understand the qualities of a good detective and has each of them take on a form of this fiction to better comment and engage with its troupes and conventions.
 

Conclusion

 
Detective Fiction comes in all shapes and sizes within visual novels as they try to adapt its malleable genre mysteries and strong personalities to the stories they want to tell. Police detective narratives stress the structures the detective is working within both in terms of the authority it gives them and its restrictions to sell the power and struggles it brings. On the opposite end of the spectrum, the everyman detective is dragged into the mystery against their will and has few resources to aid them in order to make the success of solving the case all the sweeter. Between them is the private detective who’s connections to the police and the underworld give them the information they need but results in a more morally grey narrative. As you may have noticed from the examples from each part of the genre there is a lot of overlap between these kinds of Detective Fiction since this approach allows these games to take the aspects they need to tell their mysteries. Such a varied and adaptable genre is perfect for those looking for a way to create a mystery visual novel with a focus on a single or few deductive individuals.
 
 

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