Visual novels are finally catching on in the West, but Japan have enjoyed them for decades. Is it worth re-reading the classics?
Developed by Tose
Developed by Tose
Published by Nintendo
Released in 1994
It wasn't till I started commuting that I found that there
was a great deal of enjoyment to be had from visual novels. In their rawest
form these games involve you reading text (or having the words read to you)
while looking at attractive visuals, which typically depict various talking
heads. In the most simple visual novels your only requirement as a player is to
press a button to advance the story. However, often more involving games are
still classified as "Visual Novels" even though there's puzzle or
adventure aspects to them. The 'Professor Layton' games for example weave
fantastic tales around logic puzzles,
where you can only progress the story if you solve enough brain benders.
Similarly the 'Phoenix Wright' games are "Visual Novels" with murder
investigations and court cases thrown in. I'm a huge fan of these games in
particular and have aided the Ace Attorney through all five main games and the
three spin offs. Though I knew the games originated on the GBA in Japan, I
naively thought that this was when visual novels reached the mass market. Of
course I'd played LucasArts point and click games throughout my childhood, but
these couldn't really be described as Visual Novels. While they have (typically
hilarious) stories they are more accurately labeled adventure games; there's
much more clicking than reading. I also played text adventure games when I was very young, but with no pictures to look at I don't think they have quite enough
"visuals" that's needed in "Visual novels", clearly they
are simply digital "novels". Evidently though, while I was helping
Guybrush Threepwood become a mighty pirate and learning to spell playing 'Zork',
someone in Japan was playing a visual novel on a NES. Twenty five years before
I had even had the chance to make Phoenix Wright object to anything, they were
investigating murders.
'Famicom Detective Club Part II' was originally released for
the Famicom Disk System and like modern
adventure games it was released as two separate episodes in sequential months
in 1989. While the name would imply it's a follow up to its predecessor, 'Part
II' in this situation actually comes before 'Part I' since the two episodes
form one single prequel.
While the original Famicom disc release of 'Famicom
Detective Club Part II' was greeted with praise, it was the re-release on the
Super Famicom that really excited the critics. However, despite the critical
praise, getting hold of the game was actually quite a challenge for potential
players. The Super Famicom version of the game has never been officially
available in physical form. Much like a precursor to modern day download games,
it could only be obtained through the "Nintendo Power" program, exclusively in Japan. In order to play
'Famicom Detective Club Part II' you would first have to buy a blank flash RAM
cartridge. With this, the player would either have to send their cart to
Nintendo who would copy the game onto their flash-cart, or they would have to
go into a store that had a "Nintendo Power copier" and get the game
loaded onto their cartridge that way. One game would fit on a cart at a time,
so once completed many would simple replace their copy of the game with a new
game. As a result very few authentic physical copies of the Super Famicom
version of 'Famicom Detective Club Part II' exist today. It was a convoluted
system and perhaps its because of this that so few people, even in Japan, have
heard of 'Famicom Detective Club Part II'.
This is a shame as it's clearly a game that influenced the creation of
the 'Phoenix Wright' series, something series director Shu Takumi readily
admits. "I’ve always liked [Famicom] mysteries, and I actually joined
Capcom because I wanted to make detective games."
The Super Famicom remake of 'Detective Club Part II' is
certainly the ultimate version of the game, a complete overhaul of the
original. In the main, the story is the same; a consolidation of the story seen
in the two episodes released on Famicom discs. However the visuals and audio
see noticeable improvement. This was probably down to the involvement of much
of the team who had worked on 'Super Metroid'. Legendary pixel artist Tomoyoshi Yamane was the guiding hand behind
the 16bit visual update. It’s hardly
comparable to the Famicom original, and not simply because it was on the far
superior Super Famicom. The static screens that tell the complex story have
become animated, with large detailed characters that wouldn't look out of place
in a modern Visual Novel game. Cut scenes have been expanded and with scrolling
screens and fading scaling sprites, the game is often quite inventive within
the constraints of the genre. There is also a significant leap in the quality
of the audio, which is largely because Kenji Yamamoto was allowed to finally
realise the ideas be had for the original version. He was the composer of the
Famicom Disc original’s score and with the Super Famicom's fantastic SPC700DSP
sound chip the music of that game
finally sounds the way it was always intended.
While the music and visuals certainly enhance a visual novel
(as the name suggests), the genre is only as good as its story. However, with
this being a detective game filled with narrative twists and turns describing
too much would ruin the fun. You play as a young protégé of a respected private
detective. A school girl has been murdered and her body has been discovered
washed up on a river bank. However, as the game progresses links to a
previously unsolved mystery start emerging and it becomes obvious to all
involved that perhaps this latest murder isn't as random and isolated as
initially believed. It's an intriguing plot certainly, one that has been echoed
in many later Visual novel detective games.
Indeed one of the case in the fantastic 'Danganronpa 2: Goodbye Despair'
actually includes a tribute to this game. In this recent game the player
discovers a body which is in an identical pose, wearing a similar school
uniform. It is even depicted at an identical angle (although the means of death
differ). It's nice that the creators of the 'Danganronpa' series, Spike
Chunsoft, acknowledge their games' roots and influences.
Indeed much of the gameplay aspects you would think we're
devised for recent games can actually be seen in 'Famicom Detective Club Part
II'.
Like the investigation sections of a 'Phoenix Wright' game,
this game sees you exploring locations from a first person perspective. While in
cutscenes you see your playable character, for the most part you are looking
through his eyes and accordingly the charters you meet look directly at the
player. You progress the story by selecting from various activity options. At
any given moment you can instruct your detective character to talk to others,
investigate their current location or perform other environmentally dependant
activities. As Shu Takumi acknowledges, for a designer it’s all about giving
the player an illusion of control when in reality they are following a path.
"Most mystery adventures have the player choose from a number of different
dialogue options for their character in order to progress the story. You know
you've succeeded [as a game designer] when you can make the player feel like
they have made their own choices and driven the story forwards themselves, even
though it was essentially linear." As the Phoenix Wright director
suggests, it's really just a case of exhausting the options until you find the
one that the game requires you to perform. You're never penalised for picking
the wrong option, nor are you punished for repeating an action or questioning
someone twice. As new information is revealed further conversation options
open up, coloured yellow to draw the eye and heralded with an Audio chime. All you really need to complete the game is
patience. Obviously you don't need to ask everyone, everything but the more
time you spend in a location the more you will learn about the characters and
the murder cases. 'Famicom Detective Club Part II' is a game that rewards time
investment. Yes you can romp through the game quickly by following a guide and
picking the correction action every time, but to do so would miss the point.
Like so many similar games the enjoyment comes from the reveal, from learning
about characters.
Regardless, there's no need to ever resort to a game guide
as there is enough help within the game. Unique to the Super Famicom version of
'Famicom Detective Club Part II' are Memo Functions and a Logbook. These serve
as a way for players to go back and review information pertaining to the case.
With so many people to talk to and so many locations to perform actions in, the
volume of information to remember is almost overwhelming. Judicious use of
these functions helps alleviate confusion somewhat. The Memo Function is also used in ‘review’
sessions, where the game prepares you for a new chapter by going back over the
significant story points. It's an idea that's now a key part of Detective
focused Visual Novels but at the time it would no doubt have been unique. With
a complex plot having a reminder of what's happened really does aide
understanding of significant narrative points. It's little wonder that it's
something that continues to exist in the 'Phoenix Wright' games today. Similar
the "explanation" sections play very similarly to the "closing
argument" sections in the 'Danganronoa' games. "Here you will be
asked to complete various sentences choosing a name which appropriately fits
each sentence", to borrow the instructions as written in 'Famicom
Detective Club part II'. As with the rest of the game (and unlike 'Ace
Attorney') there's no punishment for making the wrong connection. It’s a device
that varies the game play while also reinforcing important plot points in an
elegant way.
For anyone who has played a TellTale Games series, another
familiar feature will be The Personality Assessment. Again, unique to the Super
Famicom version of 'Detective Club' it shows the player what type of detective
they are, based on their actions throughout the game. It seems strange now that
the 'Walking Dead' TellTale adventure series was considered original for
showing you how your choices compared to other player's and how your actions
evolved the plot. 'Famicom Detective Club Part II' was doing a similar thing
four console generations prior.
Of course an English speaker can only play 'Famicom
Detective Club Part II' thanks to the tireless efforts of the fan translation
community. Initially this games localisation was a labour of love by a user who goes by the
handle Tomato. However, they greatly underestimated the amount of text that's
inherent to these types of games. To save the project from being abandoned a
second translator known as Demiforce completed the project. 'Phoenix Wright Ace
Attorney: Justice for All' producer Minae Matsukawa knows that "Good
localization is critical to making [a game] entertaining for players.
Especially for a text game. Localizers[need to find] ways to preserve the
spirit of the original Japanese text while making it entertaining for Western
players." Demiforce and Tomato have certainly made the game entertaining and
while they should be applauded for translating nearly 20,000 words into English
it is not a flawless effort.
It's a rather literal translation, summed up by the subtitle
'The girl in back'. The grammatically incorrect sentence has come from a direct
word-for-word replace of the original Japanese subtitle; Ushiro (behind) ni
(at) tatsu (stand) shoujyo (woman). We're this officially translated, it's likely the game would have been called
'The girl behind you' or 'The Girl in the shadows'. Both of these subtitles
would have made sense grammatically while remaining true to the narrative shown
in the game. As 'Ace Attorney' translator Janet Hsu explains, sometimes
accuracy isn't what best suits the game. "It’s kind of a delicate balance because as the
translator, you don’t want to write new things into a script because that
changes the gaming experience for the Western audience. It’s about 'How do I
recreate the feeling and experience Japanese gamers had in a way that is
understandable to a Western audience?'"
Too much authenticity to the original Japanese source has an effect on its accessibility to an English speaker. Too little and it
becomes a different story and ultimately a different game. While Demiforce and Tomato have done an incredible job of translating the game, they have
neglected to localise it. According to Capcom's Brandon Gay its a mistake that's
even made by professionals. "As a translator it is easy to fall into the
mindset of literal translations.The translators may have translated the text
word for word from Japanese to English, but if the final English does not flow
well or in the worst case, even make sense, then a 100% accurate translation is
of little benefit. It can be a fine line at times to keep the original ideas
intact, while making it accessible to an English speaking audience." This
is why according to Brandon Gay, a game translated professionally actually goes
through two stages. "One, where it is translated into one language from
Japanese, and the second phase where an editor polishes and smooths the text
out for their audiences". Evidently the translation of 'Famicom Detective
Club Part II' is superb, but additional work on the editing was needed. Still,
its easy to be critical and it is always worth noting that translation
community did all this work for free, simply to bring a great game to an
appreciative audience.
For all its similarities to the 'Phoenix Wright' games,
'Famicom Detective Club Part II' is a much darker more serious game. Of course
the Ace Attorney sees some horrific crime scenes and some diabolical characters, but they typically have names that are puns which rather lightens the mood.
Equally, their wild expressions and over-the-top reactions dilutes the
disturbing nature of mass murder. In both the original game and the translation
of 'Famicom Detrctive Club Part II' there is noticeably less humour and mirth.
Tomato and Demiforce have included some jokes but they are few and far between.
Police Detectives are all business; a far cry from Dick Gumshoe and his
inability to notice obviously clues. Humour has been replaced with supernatural
elements and as the game progresses it veers away from realism and ventures
into explanations involving ghosts. Perhaps in this way it's closer to the
'Apollo Justice' game or 'Ace Attorney: Trials and Tribulations'. That's not to
say it isn't a great engaging story, but at times the player does have to
accept certain plot points as truth even though they seem to be the least
believable explanation.
Some have called 'Famicom Detective Club Part II' "the
most mature game Nintendo have ever made". This is in no small part to it
being written by the co-creator of the Metroid series Yoshio Sakamoto. While
employed by Nntendo this is a man who consciously tries to break the family
friendly mold. Yoshio Sakamoto believes his mission is not to compete with the established Nintendo franchise but to "always come up with something very
different from what ['Mario creator] Mr. Miyamoto is likely to do". Indeed
the GBA release was actually given a CERO (ages 15+) certificate making
'Famicom Detective Club Part II' the first Nintendo developed title to receive
a parental advisory rating.
Despite this, some have even labelled 'Famicom Detective
Squad Part II' "a
masterpiece". This is perhaps giving the game too much praise. For a
modern connoisseur of Visual Novels it will actually feel somewhat limited, with
little variety in gameplay (especially when compared to the barrage of play
styles seen in a game like 'Danganronopa
Trigger Happy Havoc'). However, if a visual novel is judged on its story above
all else, 'Famicom Deyective Club' is a very good game. Also because it was
made at the very end of the Super Famicom's life (by a team very accustomed to
the hardware) 'Famicom Detrctive Club Part II' is a game that looks and sounds
as good as the console would allow.
Perhaps because so few got to play the game on its original release,
'Detective Club' was re-released on the GBA in Japan as part of the Famicom
Classics collection. I find it rather satisfying that this re-release would
have sat alongside the original 'Ace Attorney' games, as they too found a home
on the GBA. The longer you spend playing the game the more you see the genesis
of the gameplay devices seen in other later games. Consequently, 'Famicom
Detective Club Part II' presents us with an interactive history lesson in the
origins of modern visual novels.
Where Did I get this
game from?
To import games from Japan, eBay isn't your only option. I always check on sites like Solaris Japan as often they have a game in stock cheaper than the final price it goes for on eBay. The also have a few gadget that removes any worry of getting charged at customs, so they're worth a look.
To import games from Japan, eBay isn't your only option. I always check on sites like Solaris Japan as often they have a game in stock cheaper than the final price it goes for on eBay. The also have a few gadget that removes any worry of getting charged at customs, so they're worth a look.
Given the fact that ‘Famicom Detective Club Part II’ was never
released physically or in English, to own a SNES copy you have to go down the
reproduction route. I got my cart from OCD Reproductions, who are great value
and will happily burn any ROM to a cart (provided that it is impossible to buy
legitimate copy). I designed the box and cartridge label myself using my
limited PhotoShop skills. This was then turned into a box by my good buddy
Marko at Imbagames. I’ve always liked the boxes they produce here, as it’s a
high quality print and a fancy box, dipped in plastic for protection.
If you would like the files to make your own box get in contact.
If you would like the files to make your own box get in contact.
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