Tuesday, June 4, 2019

Danganronpa 2: Goodbye Despair - The good, the bad and the average

Do you want to know what makes magic tricks so great to me? It's the mystery of the classic, hundreds of years old tricks pulled off in different ways on a small table with multiple people watching the trick happen at a close range. Making objects such as cards, coins and balls appear and disappear with the perfect use of sleight of hand and visual and verbal misdirection can intentionally create a story inside the audience's heads that actually did not ever even take place during the trick. The most impressive aspect of this is the fact that it's all tied to reality - if something impossible happens, I immediately think and watch it all through (not possible to do live!) again to see where the switcheroos could or could not have taken place, which is not as simple as it sounds as it requires basic knowledge on how magicians work. When it comes to these tricks, as a person I don't exactly want them to be something that is too grand that they just have to be unrealistically lazy and lame. Such as magnets, a rubik's cube that changes colors or other technological aspects of misdirection. You see, that takes away from the actual physical skill that the best magicians spent literally all of their lives to master...
So, what's left to think about? You have classic time-tested tricks that need to be pulled off perfectly to create the illusion, the magic. While thinking about what I had said earlier, what do you think happens when a group of amateurs tries to create legitimate time-proven magic, and the trick is pulled off perfectly? That means those amateur magicians cheated somehow. Let's use street magic for example. Those videos where you see a magician pull off a trick that completely fools the people on the streets. The thing is that more often than not, the magicians film dozens of videos with different, or sometimes even the same, audiences until they get the trick right. Then they post the successful 'street magic' clips on a video sharing site such as YouTube, and that's how the cheating is done.


Danganronpa 2: Goodbye Despair (2012) by Spike Chunsoft is the second game in the famous murder mystery visual novel adventure game series.

 
The premise of the story is that a stuffed bunny named Usami who claims to be a teacher has apparently kidnapped a group of sixteen students and taken them to a tropical island with eternal summer. Usami tells the group of students that violence is prohibited and everyone should live there peacefully and enjoy the vacation. Then all of a sudden Monokuma, the villain from the first Danganronpa game, makes his appearance, beats Usami up, transforms her into 'the little sister of Monokuma' named Monomi and tells the 16 students that the killing school trip has started. Just like in the first game, Monokuma manipulates students to kill each other in order for them to have a chance of escaping. The rules are that the killer, the blackened, has to go through a trial. If the culprit gets caught, Monokuma kills them, however if the culprit does not get caught and they point the finger at a wrong person, then Monokuma kills everyone else but the culprit, and the culprit gets to escape the island and supposedly go back home.  You play as Hajime Hinata and adventure from island to island solving the cases of your murdered school mates and cracking the trials in order to get closer to the truth behind why the killing school trip has to happen, why are the students on a random island and who is the person controlling the scenes as Monokuma.

Danganronpa 2's greatest strength is that despite the fact that it copy/pastes a lot of ideas from the first game, like the amnesia plotpoint, and then just does something else with them to cheaply "surprise" the player, the  game definitely has some nice presentation that are not so easy to see through.
Murder mystery genre has a trope for a way of writing tension into every story. The trope is to write about people living peaceful lives, with happy-go-lucky soundtracks and a lot of bright colors in the background, and then after you get to know a bit of the cast characters, things go south very quickly as brutal murders happen and corpses go flying around the place. That is what Danganronpa 2 does with the beautiful Dangan/Jabberwock Island setting. The first Danganronpa game started with the characters already in the killing area with tension in the air, so there was not enough variety in the feel of the settings unlike in this game. However, Danganronpa 2 still ends up being too long and draggy for its own good, but atleast with more positives than before.

The story:

Hope's Peak Academy. An academy where you can get tp only by being scouted, and the only people able to attend the academy are those who are absolute best in the world, the "ultimate" at something that can bring hope to the world. Hajime Hinata, a person who's forgotten his "ultimate" trait, thinks that attending Hope's Peak Academy is like being a celebrity or a superhero. It's the place he admires, yet, now on this very day he has gotten the chance to attend the place. All of a sudden the world goes a bit blank for Hinata as he heads inside the school, towards a place where he "must" go, as if he was drawn towards a door in the academy. Then he suddenly appears in a classroom that has 16 desks and with 15 other students in there, and none of them remember ever getting into the classroom with a locked room.
Magical Miracle Girl * Usami, A.K.A. Usami, a white stuffed rabbit with wings and girly clothes claims to be the teacher and the leader of the "school trip" that the characters have got themselves into. When Usami wings her wand the school room rips itself open like a stage set, and reveals a blue sky, a beach, palms, the ocean... And then Usami claims that she prays for Hope to fill the student's hearts, and that on this "Dangan Island" everyone simply needs to spend peaceful days filled with hope; to collect Hope Fragments while on the island as if it's a game, that kind of life is now the students' school work. After all, Usami really hates violence and pain.

The fifteen other students are all ultimates in their fields ofcourse.
Nagito Komaeda, the "ultimate lucky student," is a boy with a rather neat anime design and he likes to talk cringeworthy teamwork and hope speeches. Nagito won the lottery to be chosen as a student in Hope's Peak Academy, similar to the MC of the first game.
Hiyoko Saionji, the "ultimate traditional dancer," very popular actor who looks and acts like a kid.
Akane Owari, the "ultimate gymnast." She has a rough personality and the body of an olympic tier athlete.
Mikan Tsumiki, the "ultimate nurse," she cries alot.
Ibuki Mioda, "ultimate musician," she has a rockstar personality.
Kazuichi Soda, the "ultimate mechanic," has a rough outlook but an average and nice personality.
Gundham Tanaka, "ultimate breeder," claims to be the person who will one day rule the world. He has hamsters under his scarf, an obsession with darkness and a bandaged arm.
Nekomaru Nidai, the "ultimate team manager" who has led people in multiple sports into nationals. He's a person with a strong build and a loud shout. He's a real morality booster.
Fuyuhiko Kuzuryu, he's the "ultimate Yakuza." A heir to the Kuruyu clan; the largest criminal organization in the nation with over 30 000 members.
Mahiru Koizumi, "ultimate photographer."
Peko Pekoyama, the "ultimate swordsman." She's the type that pays a lot of attention to her surroundings.
Chiaki Nanami, the "ultimate gamer." She doesn't pay attention to her surroundings when she's playing games.
Teruteru Hanamura, the "ultimate cook," a weird looking guy with a lecherous attitude.
Sonia Neverminda, "ultimate princess." She's a foreign exchange student from a small European kingdom called Novoselic.
Byakuya Togami, the "ultimate affluent prodigy," an overweight guy next in line to become the leader of a massive financial conglomerate of his family; he's a guy with the exact same personality, history and name as the Byakuya from the first Danganronpa game.

On the Dangan Island you can move in a 2D way to the left or right to quickly get from place to place, and then click on a place to move there in order to investigate them and talk with the cast which is done in the more traditional Visual Novel manner. On the island there's a ranch; the Usami Corral, a hotel; Hotel Mirai, the Rocketpunch Market; a gigantic supermarket with no staff personnel, a beach ofcourse, an airport with airplanes that have had their engines completely removed; so they're just for show.
Then there's a bridge which leads to another island, the Central Island that contains the Jabberwock Park, a place with a mighty statue of a tiger, a large snake and a knight on a horse. The truth of this place, according to Byakuya, would be that the "Dangan Island" which they are on is actually the Jabberwock Island, a place with a central island surrounded by five different islands. In other words, the road to four more islands is still locked for some reason.

Usami even prepares the students a motive! Motive for everyone to get along, that is.

As everyone was ready to get into the fun which Usami promises, swimming at the beach that is, the sky turns dark and a rather familiar voice sounds through a screen near the beach telling the students to go to the Center Island. And then, Monokuma appears himself, the black/white machine teddybear from Danganronpa: Trigger Happy Havoc who loves Despair too much, Monokuma once again claims to be the true headmaster of Hope's Peak Academy. After a fight, Monokuma transforms Usami into Monomi whom he calls the "little sister" of Monokuma, and then he declares that the Killing School Trip will commence; want to leave the island? kill a friend. The rules are simple: the killer will be what is called Blackened, and the innocent ones are the Spotless. After a corpse has been found, there will be a period of time where you can investigate for the clues on whodunnit, then the school trial begins where you can figure out the truth behind the case, and then there will be the "Punishment Time" in which, if the player has figured out who the Blackened is, the True Culprit gets executed, however if they point a finger at an innocent, everyone else dies and the true culprit gets to leave the island.

The statues on the Center Island break apart and what Monokuma calls "Monobeasts" appears from the inside of them. They are basically transformers, massive robots. Monokuma uses the gatling rifle on one of them to take care of Monomi/Usami and the prologue ends.

In the personal e-Handbook that every student has, there are School Regulations added into there with multiple rules that the students have to follow:
-- Rules created by Usami
Rule 1: Extreme violence is prohibited on this island. Please live peaceful and relaxing lives with your fellow students.
Rule 2: Be considerate of each other and work together to obtain Hope Fragments.
Rule 3: Littering is not allowed. Let us coexist with this island's bountiful nature in "mutual prosperity".
Rule 4: The lead teacher cannot directly interfere with the students. An exception to this rule is made if any student violates a rule.
-- The rules get updated by Monokuma after the Prologue. The rules become the same as in Danganronpa: Trigger Happy Havoc.
Rule 5: Once a murder takes place, a class trial will begin shortly thereafter. Participation is mandatory for all surviving students.
Rule 6: If the Blackened is exposed during the class trial, they alone will be executed.
Rule 7: If the blackened is not exposed, the remaining students will be executed.
Rule 8: As a reward, the surviving Blackened will be forgiven of their crime and allowed to leave the island.
Rule 9: The Body Discovery Announcement will play as soon as three of more people discover a body for the first time.
Rule 10: Destroying any property on this island without permission is expressly prohibited. This includes the surveillance cameras and monitors.
Rule 11: You are free to investigate this island at your own discretion. Your actions in this regard are not limited.
Rule 12: Additional school trip rules may be added at the headmaster's discretion.

Notes from me:
- Monocoins can be used to buy items and there are character levels in this game.
- Transformer monobeats, superficial differences? lol...
- The trials have been upgraded more interesting with the 1v1 Rebuttal Showdowns and common agreements.

The hotel grounds on the island contain a cottage for each of the students, places where they can spend their time during Nighttime, which starts at 10 p.m. every day along with a nighttime announcement from Monokuma.
In comparison to DR1, Danganronpa 2 is a game which pushes the player to spend more Free Time to getting know the other students.

Chapter 1. It gets revealed by Monokuma that Monomi stole the memories of each of the students, so they're not freshmen at Hope's Peak Academy at all. According to Monokuma that's a cliche'd twist so it won't drag onto the ending of the story. Monokuma can, however, return these stolen memories, if the students are willing to do a little work for them... That work being to kill each other. Also, there's a traitor amongst their midsts.
Byakuya had decided to make a party which will happen late at night after Monokuma's announcement, and everyone needs to attend. Magito, the ultimate lucky student, decides to make it so that whoever draws a stick with a red mark will have to go and clean up the place where Byakuya's party will be held, Magito himself is left with the red-marked stick.
During the party as the characters go in, they are bodychecked by Byakuya for all weapons, then inside the lights go out and Byakuya goes missing. At the end he's found murdered under a tablecloth with night goggles and a knife next to him.
The first investigation is somewhat interesting. There is definitely a deal more information to be handled in comparison to DR1's cases and it's hard to pinpoint just at a single culprit due to the better handling of information to create a more challenging trial. Although you do get a very clear idea on the potential culprits, the clues to figure out the only possible killer are sadly insufficient until the trial. There is sort of a neat misdirection to the trial and it really helps in fleshing out the characters in interesting ways but there are negatives to it as well. Anyway, I think it's definitely better than the cases in DR1, except maybe the second as the misdirections in both are similar. The Trial segment is pretty straightforward like in DR1 but it's made much more interesting with with the handling of the dialogue between the characters as well as the few new modes during the nonstop debates.
 I think the biggest problem with the case is the set-up to the crime; the misdirection makes sense in the story, but the true answer is pretty impossible to believe to have been planned to such lengths, and it does handle a deal of coincidences to get to the point of the murder; the game excuses it in the classic way as "the killer must have known beforehand" so that they could plan for the murder but the clues and logic behind how it plays out is really circumstantial and iffy - there is no way for the killer to have been able to do a certain act in time and there is no reason for them to plan it like this due to there being absolutely no logical reason to assume that the planned victim would do a certain act. It's basically a Forced Twist that is not really necessary to this case, but is necessary for the overarching story about Hope (in a similar way that the writers attempted to make Byakuya relevant in, and after, the second case of DR1 although his side plot never progressed after it). Also, the planning of the murder itself borders on impossible - I don't see how they could plan it and call it "logically sound," and time it perfectly even with knowledge.

So: The case is good but the ending is somewhat lackluster. It's supposed to be a twist which throws the player out of the loop, but it's not foreshadowed well enough to impress in comparison to the foreshadowing of what happened before it; it's kind of a jumbled mess that does not work as well as the first answer the player comes to. But everything before that ending segment was handled well and the writers deserve props for trying, and being able to make a somewhat interesting apartment case.

Chapter 2 starts with one of Monokuma's Monobeasts disappearing. They're the gatekeepers to the other islands from the Central Island, so that means a bridge to one new uninhabited island is open, showing us just how much more massive this game is in comparison to the Hope's Peak Academy setting in the first game.

The Second island contains Ancient Ruins which looks like the Hope's Peak Academy, a diner, a drugstore, a library and ofcourse a beach with a luxurious beach house.

Monokuma has prepared an Arcade Game named Twilight Syndrome Murder Case: Investigation Edition, which will serve as a motive for the next set of killings. Students can avoid playing it, but if someone were to play it in secret, they'd have the upper hand and gain a pre-emptive strike, as the others wouldn't know the motive. The arcade game tells the story about "Girl A" (the player), B, C, D and E in a class room talking about the evening news. A body was found in a school, and the girls were the ones who found it first but never reported about it to the police. One of the girls had taken photos of the body and another girl rips them apart. Then a girl is seen being haunted by someone, and she was then killed by a baseball bat, then, Game Over.

The second case has to do with imitating a past event which the Arcade Game adapts. The ones who play the game can do the murder.
Kazuichi heard about the girls going to the beach second island together so he decides to get Hinata with him. As Hinata leaves the diner full of swimsuit-wearing girls, a Body Discovery Announcement happens. in the beach house. A baseball bat on the ground next to the corpse of Mahiru. There are more similarities with the Arcade Game; Kazuichi found the body which made the BDA ring, which means that two other people had found her body before that.

There are two types of serial killers mentioned in this game, the schoolgirl Genocide Jack, familiar from the first Danganronpa game, and the masked unknown person Sparkling Justice who wears an anime girl mask.
A group named World Enders who ended the world also gets a mention. Monokuma claims three things; that the World Enders are behind the students' getting transported on the island, that the W.E.'s have put a traitor into their midst as the 16th student and that the W.E.'s are the Final Boss of the island.

The case once more ends rather quickly after figuring out that one person aside from Kazuichi has definitely been in the cottage. As you can tell from TBD announcement that there must have been three more people at the body before Kazuichi; the murderer and 2 more witnesses, the second trial starts without knowing who these could have been. It's different compared to DR1 in the sense that you get insufficient information in the investigation periods to be able to answer all the mysteries, however, it makes the trials more worthwhile.
The trial of the 2nd case deals with the game in order to figure out how it fits with the case and the two other people (out of the three who need to see the body for TBD announcement) who were at the beach house after the murder. The problem with this case is that there is a lot of stalling and the pacing is off; there's still a nice amount of information that forms the mystery, but the killer this time is really easy to guess during the investigation period if you pay attention and know enough of the tropes of the genre. The writers use misdirections to lead the player astray but the identity of the true killer is obvious despite that. My critique for this sound any familiar? This case is about equal in all ways to the fourth case in DR1. So definitely a step-down from the first case of this game. One thing that really bugs me in this case is the method that the killer used to escape the crime scene; it's not fleshed out enough, seriously. The case loses points because of how slow the post-trial part progresses. After figuring out the culprit, it drags on for a long time.

Chapter 3 begins with Monomi defeating yet another Monobeast which of course means access to a new, 3rd island.
The third island contains a  Hospital, a Music Venue, a Motel, a Movie Theater and an Electric Ave.

The third case begins with Monokuma making everyone watch a boring film, Hajime decides to pay 1.5 million to not watch it though, and then an Invitation Ticket to the Electric Ave - there's a music band stage is inside - being is sent to everyone. The invitation claims that they will hold a party for Fuyuhiko due to a certain thing happening to him at the end of chapter 2.
During the party Ibuki, the student rock star, holds a concert with loud music. Then Monomi appears and tells that Akane, the ultimate gymnast, is battling Monokuma on the first island. When Monokuma tries to shoot Akane with a bazooka, Nekomaru jumps in to take the blow but still doesn't die, and just like Fuyuhiko from chapter 2, he gets hospitalized. The next day, three of the students act weirdly and Monokuma claims that they have caught something called the Despair Disease which is contagious and this disease is their next motive for killing.
The "infected" get quarantined in the hospital on the 3rd island which is the setting for the third case. There are two cameras and two screens between the "infected" at the Hospital and the "outside group" at the Music Ave through which information is shared. Two deaths and an investigation dealing heavily with the time of death. The investigation is a bit artificial this time, you get to investigate what happened but not what truly happened as the focus on those get revealed in the court, well, in this case it's tiring to point at a person logically but you can rule people out to come to an answer.
I feel like the writers thought that the third case would be more 'grand' than what it ended up being. The base idea about the despair disease is badly explained - it is crucial in this case to explain it and it was NOT, for the sole purpose of the disease just being bad 'foreshadowing' for the final chapter. Due to the type of case and type of information sharing, the trial part of the chapter felt reeeally draggy and boring. The storyboarding is as bad in this one as in the cases in DR1 with only sliiiightly better pacing due to there being a lot more small details to go through, but it's still a proper case nevertheless despite all of these flaws.
*I will explain the major problem in more detail at the end of the post.

The third case was a bad case. There is no way for the killer to be able to hang the victim which wasn't explained, there are multiple clues that are never explored enough - bloody shoes but no shoeprint, unisex clothes, despair disease.. -  despite the fact that, if you think about it, they hint at other "truths" MUCH stronger than the circumstantial evidence they talked about with the game's killer. What I'm saying is that these possible theories were never countered and there is no way to come "just" to the killer they give the player, in fact the "real killer's" identity seems rushed and lackluster, almost as if they forgot what the story for the third case was about. I seriously believe they took some kind of summer break between the investigation and trial segments and they lost their notes for the case and put up the superficially most obvious person as the culprit despite there being actual evidence that point at other characters (again - the evidence does not have to point at the other characters as they are theories, but they are never explored for you to believe that your theories might have been wrong. You just get the supposed real killer reveal). I thought the case had potential to be O.K. but after giving it a thought I don't think it exactly makes sense. The writers did not go through all the possibilities this time; The answer changes depending on how much you think about the evidence, of course, as it should be, but the writers did not think them through themselves! Everything about the despair syndrome could be theorized in order to come to completely different conclusions and the writers did not even notice that loophole. The disease is only a plot device for the last chapter. Disappointing.


Fourth chapter and a fourth island, which is a giant amusement park. The fourth island contains a horror house, a mouse-themed Nezumi Castle, Rollercoaster and a Funhouse that you can get to by riding a train, only if every person on the island is there does the train move though. Nekomaru also got turned into a robot after tanking a missile in the earlier chapters. He has a sleep-mode button on the back which puts him to sleep, a radio-signal clock in his chest to always be able tell accurately what time is and he can shoot soda out of his eyes.
The fourth chapter has to do with learning small bits and pieces about the truth behind the World Ender organisation and learning the fact that Byakuya had been part of a killing game before; in the first Danganronpa game.

The case of the fourth chapter has to do with a Trick Building and Trick Rooms; trapped within closed rooms with no windows to see outside, it also has to do with traveling across two buildings with a certain trick on how you can do it, and manipulating the clock's time. Due to how the Funhouse's built-in tricks and the set-up of the case work, it's not hard to guess that the case is pretty impossible to completely deduce. Monokuma traps the remaining students in the Funhouse which contains a Strawberry and a Grape house. Monokuma tells them that they can leave only after the next killing has happened, and the motive for killing? starvation. No food while trapped in the Funhouse.

As there are no Monokuma announcements and windows, Hinata wakes up in the grape house and looks at the clock telling 6:55 AM. The group is to gather at grape tower at 7. As he opens the door, which instantly opened, the 'body' of metal of Nekomaru is found in pieces in the tower. Someone somehow was capable of destroying his steel body which was capable of tanking nukes and Fuyuhiko saw Nekomaru go downstairs the strawberry house at 5 am.
The tricks of this case contain a little bit of complexity to think about. A ringing clock at 5:30 AM, the 'ultimate weapon' gained from the dangerous dead-end room, the strawberry building's door locked from inside the grape tower and the strawberry building's door mechanism which leads to the tower was destroyed so it can't be opened. And the elevator which goes between the strawberry and the grape buildings was broken, the elevator left at the grape side meaning that whoever used it must have left at the grape side.
Although there are not that many strong clues, you can come to the right conclusion about the identity of the killer with process of elimination even if you miss the most important hint.
Puzzle houses, trick rooms etc. are popular in mystery series, I'm sure you can imagine something like a building which has some kind of a mechanic on the bottom and is able to move as a popular type of trick, there are also buildings with a well-explained layout for the reader to get a clear view on who can possibly be the suspect. The layout is well done here, but the fourth case's trick is sadly just elementary.

After pointing out the killer's identity the pacing of the trial segment of the fourth chapter slows down to a goddamn crawl. . .

Chapter 5 starts up with Monomi defeating the final Monobeast and opening up the road to the final island. The last island is a sci-fi type massive city and the island consists of a Vendor Street, a
Plushie Factory which creates human-sized Monakuma plushies and a Military base.
Nagito arrives and tells the remaining students that he has not figured out the identity of the Traitor (as there is a 'traitor' of Monomi among them) but will try to figure it out soon. He also tells them that Monokuma does not need to give a motive this time and that the next killing will most likely be the last one.
The students come up with a plan to capture Nagito in order to stop him from potentially killing someone.

The fifth chapter deals with bombs and adventure. Nagito had set up a timer to a number of bombs that will go off after two days. He claims that it's all for the sake of finding out the identity of the traitor who is among the remaining group of students. If the traitor won't come and speak up, the explosion will be so massive that it will destroy the whole Jabberwock Island.
After dealing with Nagito's "bomb" threat, he claims to be in a warehouse nearby the Factory, and when the squad goes to the warehouse where the door is blocked by something. After entering the door, the warehouse sets on fire.
After the sprinklers put the fire out, behind a curtain a body brutally tortured to death was visible.

The fifth case feels different from all the other cases in the game and frankly feels like a breath of fresh air. As a murder case it's not that much different but the way of presentation and lack of clues really help brush away the tiring and monotonous cases that there have been so far. The gears of the actual story, about the Central Island's Countdown and the truth behind what's going on have finally started moving. The case has the most important victim in the game.
Sadly the potential for what could have been done with the victim while he was alive had much more promise to than what the fifth case and trial offered. The truth behind the killer is quickly figured out and there's not that much going on in this case, it feels sort of bare-bones, however it does have a 'true answer' second act to it which is expected of the victim. I think the problem with the second act is the fact that the real culprit really should be the only culprit, if that makes sense. The game's and Monokuma's logic to present the trick as something ingenious is not really logic at all, but it does work out to make the game more interesting as it leads up to a reveal of the Traitor send to infiltrate the students by the Future Foundation.
All things considered it's very weird how the identity of the culprit is just about luck, and it's weird how the characters acted like the Traitor is some kind of liar despite the traitor's actions.

After waking up the next day post-trial, the game sort of... "breaks." Characters who have died appear to be talking, every single one of them. The students have found another message left by Nagito which contains incompehensible talk and the code to the Ruins on the second island.
As the Timer on the Countdown of Monokuma reaches zero, the world seems to collapse.

Chapter 0 is written as in-between for chapter 5'sand 6's transition. It contains Nagito, a person who claims to hate the Ultimate Despair, talking with another student who claims to have been manipulated by her. The student claims that they are loved by talent as well (Nagito is the Ultimate Lucky Student), and they claim that the world, and everyone in it, bores him/her. . . Chapter 0 is supposed to foreshadow twists in the final chapter but sadly it ends up feeling really forced.

Chapter 6, the final chapter
The remaining few students appear inside the Hope's Peak Academy. Monokuma claims that it is time for their graduation exam, and they have two choices: Leave the Jabberwock Island or Stay. And before they can make their choice they have to go investigate what's happening in the outer world as they wait for someone to arrive.
In the Hope's Peak Academy, it seems as if the hallways change, the screen seems like as if the game has been hacked and doors have mysterious borders on them almost as if they have been blocked by magic. The investigation of the final chapter contains about investigating for information on the Killing School Life from Danganronpa: Trigger Happy Havoc, and everything related to it.
The final trial is the "grandest" out of any trial in the series so far and it has to deal with figuring out whether or not the remaining students want to 'graduate.' There are multiple shocking revelations mostly about Nagito, the Traitor, the world itself, the Future Foundation, the Killing School Life from DR1 and so on. It's all somewhat entertaining but there are some problems with cliches, reused ideas (Monokuma talks through the 4th wall about them as a joke sometimes) etc. and the dragged out and sometimes cringeworthy dialogue between the twists somewhat hinders the pacing of the final trial.
The last group of students to survive I feel is the most boring out of the bunch. The final big twist did not really shock me at all and lacked alot of build up, the identity of the villain was disappointing to say the least and the ending was about as lackluster as DR1's. These games really need longer epilogues due to how long the chapters are. They just end and the hopeful future is just open to guess.

Seriously I want you to think about the truth behind the world and the main character for a bit. It's just too much. It's not even that special, it's just too much. I stopped playing the game for 3 weeks after I reached the trial portion of the final chapter. It just could not keep my interest with the ridicilousness, and it was not even that well weaved into the story in the first place. No big complaints but there should have been more content if they decided to make things so over the top. And by the way, the final villain.. There should have been foreshadowing for some things about that person but there was not, in fact it was a pretty dumb move to make that person the villain of this game as there should have been a mention of certain actions they made in the First Dangangonpa game, but there was not.
There is a rather cheap element of shock factor in the final trial of the game which they try to play off as if it was being planned but the stuff that "foreshadows" to it pretty clearly got added afterwards into the game such as the flashback right before the final chapter. The third case also "foreshadows" the final chapter but it was written in so iffy ways (the motive of the culprit) that you can tell that they did not even have any idea about the last chapter at that point.



Let's go over my thoughts of each case in quick succession:

Case 1: Case is well written for an apartment case. Neat investigation and a decent cast of characters. True ending was disappointing due to lack of foreshadowing and it was clearly written just to throw the player off, simply too unnatural type of writing.
Case 2: Mediocre. It's as okay as the 4th case in DR1 but the potential from the first case makes it worse.
Case 3: Bad case. Could have been mediocre but the writers somehow forgot the plot that they were writing. You can tell that they were bored with the case.
Case 4: Average case. You can come to the right conclusion with the process of elimination if you're too tired to think of the clues. The trial segment slows down to a goddamn crawl.
Case 5: Interesting case due to being different than the rest in a sense. It's not that special in fact it's a bit bare-bones, but it brings much needed variety to this tiring series. Sadly the potential for what could have been done with the victim while he was alive had much more promise to than what the fifth case and trial offered. Well, atleast the trial has another side to it by revealing the Traitor.
Case 6: "Leave the island or stay." Meh. It's far too grand for its own good, and the identity of Monokuma was trash as well. It's not a case that interests me, it just reveals the "overarching story" behind what's going on with the Hope's Peak Academy survivors from the first game, and so on.. Too bad this game series does not have a "good" or well written overarching storyline, if you can even call it that.

Notes:
- There's an interesting wildcard in this game in the form of Nagito. He plays the same role as Byakuya in DR1 would have played had the game progressed its plot any. The russian roulette part of DR2 with Nagito is probably the best moment in the game when you consider what it lead up to.
- The Trial game mode's "Hangman's Gambit's" were made harder in this game by not adding any letters into them; the first game's HG's were insultingly simple, however, they take far, far too much time this time around. They should have been thrown in the trash can honestly as they serve no good purpose.
- There is a reveal about Byakuya in the fifth chapter but it seems almost as though it's an idea they just had to brush quickly aside because they couldn't manage to integrate it into the story.
- The fact that you get insufficient information to finish the cases in Danganronpa 2: Goodbye Despair is kind of lackluster, however it also has positive sides to it due to the Trial segments of the story being far more worthwhile. In DR1 they frankly felt like a waste of time.
- Game had a pretty repetitive structure to it again for how long the chapters are. = A new chapter->New island->investigate->talk with others->case->investigation->trial->post-trial&re-do->repeat.

"drag-man's gambit"
- My biggest problems with the final chapter are that the entire premise to this "killing school life" the truth revealed at the end of DR1 which is also gone over again to reach the truth in the end of DR2 for a more grand scale finale, well, it was not that well written in the first place. I think it was stupid and does not really work to do anything positive to this series other than stop the monotonous cases that came before it and replace them with something completely different.
+Most of the cast of characters are better humanized in DR2 undoubtedly but they're still not impressive by any stretch of the imagination.
-The soundtrack for the game is again mediocre, perhaps even worse than in the first game, and it gets very repetitive listening to the same monotonous tunes chapter after chapter. Sure, there are a lot of tunes to listen to but it's still the same autotune junk as it was in the first game.

So, this is the last part of the post that I mentioned. The major problem with the better structured cases of Danganronpa, most prominent in Case 1,3,4,5 in DR1 and Case 2 and 3 in DR2, is the absolute lack of direction with how the characters figure out the truth in comparison to the player. The clues can instantly lead the player to the truth and know of the twists beforehand, even before the investigation starts (DR1 is very offensive in this aspect) and almost always before the trial starts. The game however plays it in a way that the writers think the characters follow the logical patterns of the player which feels very artificial; the "questions" brought up in the trial segments leave out specific parts of the story until the end 'twist,' and since you as a player, even if you don't like to think much about the cases, can figure out what is happening due to what the clues are supposed to present. The characters keep yapping on about what this particular clue and this and this and this particular clue could mean, when the player has it all figured out to the far future already; why..? Bad writing, that's why. The writers believe that this mechanical "proper clueing" that leads to answers is a way to create real fair-play mysteries - they believe that this type of writing style presents the genre, which is not true and they do not understand this. Continuing on with what I was talking about a bit earlier: Understanding what the clues are from a trope-standpoint makes a vast majority of the stories in these cases very easy to guess in how they will play out. And that's a problem because there's 16 students on the island and you are still able to immediately point at the right people just from understanding that " 'this is an obvious clue' smells all over what's happens in this segment of the chapter." Talking about artificial plotting, in a chapter there is always the build-up segment, the investigation segment and the trial segment (in DR2 the trials are better handled in the middle, but the beginning and the end of the trials feel awfully dragged out).


Monday, May 13, 2019

Escape from the Grace Field house arc review

"You mean, in exchange for spying on us, they won't get shipped out and are allowed to live?"
- Emma thinking about what types of motives the spy has (The Promised Neverland).



The Promised Neverland (2019) is the animated version of one of the newest best-sellers on the Weekly Shounen Jump magazine. The manga has been written by Kaiu Shirai and illustrated by Posuka Demizu and it has sold millions of copies between 2016, which is when the manga first started, and 2019. I’ve been a big fan of the series for a long time now, ever since the first arc finished in the manga as the amount of atmosphere, storyboarding and character writing the authors did in the first 37 chapters (length of the first arc is 37 chapters) was phenomenal. 
Normally series don't start out strong because the authors either are novice or they create a story that is supposed to get better and better (rarely they do). In my opinion, as far as series in the shounen demographic go, the first arc of this series stands at the top along with series like Death Note in how amazing the first arc of the series is.

This blog post will be talking about the first arc of the series which has now been animated by A1-Pictures into a 13-episode TV series that adapts the Escape from Grace Field house arc. The story continues beyond the Escape from Grace Field arc and a second season has been confirmed for 2020, but that's a story for that year.


Em
ma, code number 63194, is a bright and cheery young girl who loves her family. In the Grace Field house where she lives, Emma’s large family consists of Isabella, whom she and everyone else in the house calls 'mama,' along with Emma's dozens of brothers and sisters whom Emma plays with all the time. Grace Field house is said to be an orphanage in which every singleday there are IQ tests being done by the children. The children doing those IQ tests is the first ominous thing in the manga that tells the reader that this series isn't as rainbow and sunshine as it's made out to be. 

One day, Conny, one of the younger sisters of Emma, assumedly get adopted and leave the house, but Emma notices that even though Conny was supposed to take it with her, Conny’s stuffed toy rabbit is still in the Grace Field house when the girl has already left through the front gate that leads out from the Grace Field house’s large gardeny-foresty area. No child that has lived in the house has ever left through the gate because of warnings and creepy stories the children are told by mama Isabella.

As Emma and her brother Norman decide to go to Conny to give her the stuffed rabbit back, they come across something very dangerous and creepy. Conny’s cold corpse is found in a truck with a rose penetrating through her heart, and as Emma and Norman hear voices they decide to go under the truck to spy on the ones that have potentially killed their sister Conny - only for them to see that there are large, crazy looking creatures next to Conny that drop her corpse into a large bottle of liquid. Those creatures can speak human language and are seen to be talking with mama Isabella by Norman and Emma. Those creatures are literal demons. 

This is when Emma and Norman get the realization that they don’t in fact live the type of happy family life with a great mother that they originally thought they did – no, the children of the Grace Field house are actually food to the demons, they are cattle who now must escape from this prison, they must escape from the clutches of the demons and mama Isabella before it is time for more imminent deaths of the children that get regularly "adopted."


Basically: once a child reaches a certain age (related to their IQ but still at oldest they are 12 years old) they get picked by the demons, killed by putting a rose through the children's hearts and then the entire dead body gets bottled and taken away only to be sold to the the rich demons, due to the delicious brains that humans have.


The Promised Neverland series has three easily recognizable and memorable main characters with Emma, the loud-mouthed and caring protagonist, Ray the cool-guy-looking silent book-worm, and Norman, the mastermind of the series - even though Emma, Ray and Norman are all peak-level students, Norman is a god tier even among those three when it comes to outsmarting your opponents. The series still manages to have certain equal mind battles between all three of them when it comes to emotional level. This is also the first time in Grace Field history that three extremely smart children exist at the same time.


The story also has couple of semi-memorable side characters in Don and Gilda. The three main characters are the smartest characters in the Grace Field house, as I already mentioned, they are always scoring top scores from tests, but Ray and Norman especially are fantastic to watch or read about with their mind games, which I won’t be talking about in detail because of their very spoilerish nature as they are very important parts of the plot of the first arc. All I can say is that Norman and Ray make the series for me, which is why I believe that after the first arc of the series has really fallen off a lot, honestly. But aside from the character writing, there are many cool-looking and -feeling parts in the first arc as well, the presentation of how messed up the world is to the characters being psychologically challenged is beautiful to look at and think about more deeply.

The Promised Neverland is a shounen series with a gripping and dark atmosphere that plays on the psychological aspects of the characters. 
The artist of the series, Posuka Demizu, also really shined and will be remembered for what she pulled off in the first arc of The Promised Neverland. The artwork of TPN doesn't stick to a certain mold, so it's very different from most series. Even though it's not similar to Hunter x Hunter, it can be likened to it because Yoshihiro Togashi, the author of HxH, also has art that doesn't look the same all the time, both of these artists can really hit the bullseye with character expressions that look really deformed but great. 


There are crazy pages, spreads, paneling styles, and so on in TPN. The art at worst can seem kind of mediocre and at its best it can feel like something you have never seen before. There is a panel where Norman is walking through a hall of the Grace Field house with a glass of water in his hand. As two children run past him playing games, the walls of the hallway Norman is walking through feel as if they are becoming deformed and the face of Norman is seen reflecting on the water on the glass he's carrying. There are quite a few pages of fantastic stand-out art like that in the series, and mostly all the color spread-pages of the series are like that.


Yeah, all in all there is a lot of good to say about the first arc, the Escape from Grace Field house arc, of the series, but as most things do, the series in my mind really should have ended there at the end of chapter 37. The manga did not have any that relevant plot lines left that would have excused the continuation of the story at this point. The series is 100 chapters past the first arc and not even a fragment as well written or presented as it. The characters are also shadows of their former selves. Look at Don and Gilda or the main characters; they all feel underutilized, irrelevant and just... waste of space. The series should have focused on fleshing out other characters and introducing them over time rather than dump dozens of characters in the group that the readers have no emotional attachment to. There is another arc in the series that is also an escape arc, but it lacks all the qualities, the psychological aspects and so on that the first arc did. I am usually the kind of person that appreciates when an author can change the way they write things, monotonous writing can be pretty boring after all, but the next escape arc is a downright downgrade of the Escape from the Grace Field house arc, it would have been better if it was entirely different arc from an escape arc, I guess. Didn't like that arc at all. Also the series has been skipping arcs and events that it should have shown us by now as the Promised Neverland manga is right now in its final arc.

The series started out strong with the authors clearly having planned many plot lines throughout the first arc which kept the series fresh and interesting to both the authors and the readers, but as soon as the first arc ended with that amazing ending, the series was not the same ever again.

Saturday, May 4, 2019

Zero's Tea Time

"Well, a child's curiosity and a detective's spirit of inquiry... do have much in common, after all."
- Amuro Tooru (Detective Conan, vol 76, chapter 799, p. 14)

In 2018 Detective Conan got its 22nd mainline movie, Zero the Enforcer, which I’ve talked about before. It is a movie that goes more in-depth about the dark side of the justice system and it focuses on Amuro Tooru, one of the smartest characters in the series who is a triple face character that the reader first meets as a waiter whom then becomes a so-called apprentice of the great sleeping Mouri Kogoro,  and I can say that the 22nd film has ended up at the top three or so of my favourite movies from the franchise.

What really makes the movie stand out in the real world however, is that it broke all box office records the series has accomplished so far – raking over 100 million dollars during its run.

This massive popularity the movie gained gave birth to something else, an idea of a collaboration that soon bore fruit. That collaboration was the birth of a new manga which was created between Aoyama Gosho (overseeing the new series) and another lesser-known manga artist named Takahiro Arai (the artist for the drawings), and their manga was dubbed as Zero’s Tea Time (ゼロの日常 Zero no Nichijō).

Now, Zero’s Tea Time basically tells the story of Amuro Tooru outside of the scenes you see in Conan. You get to know how Amuro spends his days and interacts with other people, things and places – even ones from the movies. Some of the events actually require in-depth knowledge of the DC verse and what has gone down in the story so far to pick up on all the places in time where the story of Zero’s Tea Time takes place. The story itself is mostly episodic, but the story's jumps between the events that we are familiar are what makes the story seem very different from practically any other work out there when you get to the nitty and gritty of it all – the story itself is very light-hearted and simplistic as a lot of it is Amuro Tooru simply making food and eating with other characters, however, it’s where all the events are placed in the mainline story that give it more depth. A new reader would probably feel as if they are missing something about Amuro's character every time they read a chapter (to be fair though, the chapters in ZTT are much shorter/lower in condensed content than Gosho Aoyama's DC chapters).

So for people that are not too familiar with Detective Conan I can see that Zero’s Tea Time would seem a lot different than for someone like me who is a huge Conan and Amuro fan, so I can understand all the nuances that make Zero’s Tea Time stand out. For example I can enjoy seeing a chapter showing us Amuro at a shooting range with his underling Kazami (see M22 for Kazami) and I also like how we get to know why and how Amuro is basically a peak human in strength and speed (obviously he’s weaker than Makoto who will also appear in Movie 23); well obviously because he has a special training regimen, but it’s nice to see him train hard on-panel. 

But even without all that, the Conan(series)-styled artwork done by Takahiro Arai really manages to complement the script supervised by Gosho. From what I've seen, most spinoff series in general are not that good-looking (not just character models are off), so I’m actually pretty surprised how this looks like. Arai is very good at paneling - the manga's pages are not just made up of square boxes, but a lot more than that. There is clear creativity at work here that for sure goes underappreciated by many. For example I REALLY like how Arai is capable of making the feel of a flow of time in single panels come to life, ie. in chapter 2 as Amuro is cooking you can feel the time pass in the panel itself as it shows multiple events, or in chapter 5 where Amuro is jumping rope, doing push-ups with one hand and doing lifts, all taking place in one panel and the layout of how he gets closer (character model gets bigger) to the screen during the page. In chapter 15 there is also a remarkably done page where Kazami and Amuro eat curry together. The feel of a flow of time can be felt in the double-spread page with "Scotch" and Amuro as children fishing on the right and the present version of Amuro fishin on the left of the spread as the sun is shown in the horizon beyond the sea, as Amuro spends his time with his eyes closed. That fishing spread done by Arai might not be filled with content but it sure is breathtakingly marvelous in atmosphere, one of the best in the entire franchise.

Aside from that, the color pages look really nice as well; there is some clear creativity in them. I especially like the double-spread page done for chapter 8 or chapter 13 (love this) as well as the panels where Arai imitates Gosho’s art in his own way to pull out different types of expressions for Amuro. The page where he saves his yet-to-be-named dog from getting hit by a car in chapter 9 is a normal page that looks really good all things considered – by that I mean the paneling, layout, art, creativity (making the character model go out of the panels as well as use of SFX effects and blank panel for the conclusive panel of the page) are all very well handled.

The story itself is, as I said, very simple in its core, but there are nice surprises in it for a hardcore Conan fan. I can appreciate the famous lawyer Kisaki Eri’s (Mouri Ran’s mother) secretary Kuriyama Midori appearing at Cafe Poirot where Amuro and Azusa (Poirot main worker who many ship as the perfect girlfriend to Amuro. Though, for Amuro’s girlfriend see M22!) work during daytime and talk about how the sandwiches – made by Amuro – are a being talked about in the legal circles. These kind of things bring Cafe Poirot to life as it’s a clear hot spot for the Beika District residents such as Mouri Detective Agency that live just upstairs, or the Kisaki law offices, and for many more residents.

Reading the series week-to-week however wouldn't be ideal as the pacing is slow, and by that I mean that even though it’s episodic, not much happens in an individual chapter, but collecting all of the little things together, it becomes a very enjoyable read for a long-time fan as there are many moments I can simply stop to appreciate such as Vermouth having sleep problems added on top of everything I've mentioned so far.

The most important aspect of the manga however is to see what drives Amuro forward and how he goes on with his days, how he balances things out in his busy schedules, and how he handles normal life hardships.

Sunday, April 7, 2019

The Window to Truth - The Dutch Shoe Mystery (1931)


“The girl was kind in a special way; when you spoke to her, she seemed to stop thinking of whatever she had been thinking and listened to you altogether.” 
― Ellery Queen (The Player on the Other Side)

This post is going to be a spoiler filled overview as well as my thoughts on the Dutch Shoe Mystery (1931) by Ellery Queen (the writer name of Frederic Dannay and Manfred Bennington Lee). This is the third story featuring the main character Ellery Queen solving mysteries. In general the story belongs to the original and highly praised Ellery Queen's Nationality series and it's a classic detective fiction case with a setting fitting for even more modern suspense stories.
The story of the Dutch Shoe Mystery deals with the case of Abigail Doorn which happened in the 1920's. A diabetic millionaire dies in a modern hospital that has been designed full of sound proof rooms, soundless doors, sterilized environment, electrical creations such as X-rays, as well as automatic lamps which are automatically lit when people enter a room. These hints go to showcase for example when a room is being used, and the writers make the entire thing feel enjoyable to read, so these things don't feel like information dumps in the story at all.

Backstory on our main character

Ellery Queen, the character, is known as a writer, an unofficial detective, and the son of Richard Queen, a highly ranked inspector. Ellery is a man who has been raised on crimes and who has learned the art of solving them, and he's a man who find excitement from solving gruesome crimes, but even then, he's no superman: he feels sick to his stomach from seeing cuts on living, breathing and warm flesh. However, when the corpse gets cold, that's when Ellery Queen's emotions completely shift elsewhere and his eyes start to gaze towards finding the truth. That is the king of person that the main character of the Ellery Queen stories is, and I truly believe that he's a great one much like Christie's Hercule Poirot. 

The Dutch Shoe Mystery focuses a lot on diabetes at first: we learn about the intricacies of sugar count in blood for diabetics and how doctors lessen the amounts of sugar temporarily for a surgery, and how even the slightest surgeries done on a toe can kill a diabetic. There's even a mention of how the doctors would rather avoid anesthesia on a diabetic for a surgery. There's a part in the story in which Abigail Doorn, who is a diabetic, happens to be found in a coma in the hospital and due to the natural  coma, the doctors avoided putting her into a medically induced coma for the surgery (of course in the surgery room there is always going to be a person ready to add anesthesia if the patient were to wake up from their naturally induced coma).
Just to mention I felt that this is one of those books that kind of stick with me for no explainable reason, and I can definitely appreciate the enjoyable, cold-water-to-the-face -like, really fresh-feeling writing style of Ellery Queen from 90 years ago.

(Notes: I felt that there was an iffy part in the story about information dump at first as the story explains that due to Abigail Doorn having high blood sugar, her levels were 180. It was stated to have dropped down to 135 at the beginning, and they stated that the surgery can only be done when the sugar levels in 100cm^3 of blood are between 110 to 120. Luckily it's not necessary to remember these facts for the story.)

The story itself has three parts. Introduction, investigation and resolution. The case can be figured out by the reader in the parts before the resolution, as Ellery Queen (the writer) is known for originating the Challenge to the Reader -type of writing in which the writers challenge the reader to solve the case before finishing the book. The books contain a challenge usually about 2/3 of the way in, before the resolution part starts.

First part - welcome to the Dutch hospital
 
It's a chilly monday morning of January. The story begins as our main character Ellery Queen arrives at a Dutch hospital in New York to personally ask a question or two from Dr. Minchen, a friend of Ellery who happens to be a surgeon and the leading medical superintendent of the Dutch hospital. Ellery asks Minchen about "whether or not you it is possible to fake the time of death," and due to Minchen bringing up the effects of speeding up the time of the death of  diabetics, Ellery manages to crack a certain case right at the start of the story, but will that question be used as a foreshadowing for this case as well? maybe.

The beginning of the story alone has a very important purpose in the story of the Dutch Shoe Mystery as one would guess, although I didn't even think much about it until starting to write it now though. Every word for the story seems to be carefully thought out for the purpose of it being a mystery novel - you can immediately tell that the novel is made purely for mystery solvers, leaving out all the unnecessary fluff that would enhance the storytelling itself but stretch out the novel in a way for the kind of target audience that the author does not write for. In that sense Ellery Queen (the writers) know exactly who they are writing for, which is commendable, as in the real world you just can not please everyone.
Now the structure for the case itself can seem to be simplistic side on the hindsight but once you start actually thinking about all the plot lines that lead up to the end, instead of just thinking about the main string of event which is Abigail Doorn's death and the time of the crime when the killer, so called "Mr. Janney," was in the room, the story becomes more complicated.

The basics of the case are simple and to the point. On the steps of the 3rd floor of the hospital, the creator of the entire hospital building as well as a millionaire, Abigail Doorn, fell into a sudden diabetes coma. Her muscles gave up at the steps and due to the impact from her fall, her gallbladder had gotten severely injured. The injury on the gallbladder is what the surgery of the story is about; and it has to be done immediately. Ms. Doorn was confirmed dead at 11:05, after 15 minutes of trying to save her life since the situation being noticed at 10:50, as Ellery Queen looked at his watch mechanically and said one word: Murder. According to Janney ms. Doorn was strangled with a wire and the rigor mortis had already kicked in when she was taken into the surgery room.

More of the basics:
Doctor Janney was called to the 3rd floor's stairs all of a sudden during his day's first patient check-up, at 8:04. Dr. Janney found Abigail Doorn at the stairs then.
Doorn was taken to one of the third floor's patient rooms, stripped naked and put to bed - as even the slightest surgeries can kill a diabetic, it was a must that they lower her blood sugar levels with insuline shots before the surgery, and the surgery had to be done ASAP. An artificial coma via anesthesia makes the surgery on a diabetic all the more complicated, hence why the natural coma she fell in was a positive turn of events.
Dr. Janney went to surgery room A when they got Doorn's sugar levels to stabilize. In SR A, Janney had another patient to perform surgery on quickly, as that was going on, Doorn was already taken to the first floor surgery room's preparation room.
As Janney was performing surgery in room A, Dr. Leslie took care of Abigail Doorn. However due to the state of the body, the rigor mortis, Janney could tell that Doorn would have been alive at 10:20.
Surgeon Leslie was with Doorn up to the point when she was taken to the preparation room. Leslie investigated Doorn and could confirm that she was alive and her heart was pumping. Doorn was taken to the preparation room at 10:20, pushed to the third floor's elevators that goes straight down into the preparation room of the surgery room. The elevator is used only for taking patients in and out for and from surgeries.
Along with Leslie came ms. Price, Dr. Janney's secretary, and ms. Clayton, a nurse.
Dr. Leslie went to the surgery room to prepare for the surgery as ms. Price was left with Abigail Doorn. Ms. Clayton left for other works she had to do, so she's almost certainly not necessary to the case.
Because the murder method was strangling, the question for ms. Price is: Who came to the preparation room when Dr. Leslie and ms. Clayton had left?
"No one. Well, no one, except Dr. Janney..."

As Dr. Janney had just finished a surgery on the third floor, and had spoken with Ellery Queen himself around at 10:30 after the surgery on the 3rd floor, as Janney was moving with the doorkeeper Cobb.
Ms. Price "saw" Janney - or his eyes atleast, behind a doctor's mask, completely dressed in white (as with all the workers at the hospital, white from top to bottom), at 10:30. The same time Janney had met Ellery Queen at the hallway.

-A mysterious person, mr. Swanson is mentioned early in the story, he wants to meet dr. Janney.
-Dr. Minchen, Ellery's friend, has a book he's been writing about allergies from birth, which he doesn't want to share to Ellery due to his co-author, Janney, not wanting to share the information to anyone, well, anyone except his secretary ms. Price.

So the mystery of the culprit is: Ms. Price saw Dr. Janney - or believed she did, because Price had known Janney for many years; a small man who limps with one of his legs. "Janney" who had arrived at 10:30(+), was he real or an imitator? Was the culprit trying to frame Dr. Janney?
The culprit could only have killed Abigail Doorn in the preparation room, around 10:30?!

It's nice to see how every small detail that was presented matters, how a mention of a business card or a cheque can bring forth multiple actions from Ellery Queen, as well as the hints when there are multiple doors to the preparation room, how these characters in the other rooms saw the things; all very similar this time around, though, could have been done more cleverly, bring different kinds of testimonies from different people who saw or heard things from different rooms. The anesthesia room, the hallway, the elevator in the preparation room and the surgery room, all around the preparation room where the murder supposedly took place and where many people supposedly saw the murderer, Dr. "Janney" go to and leave from. They even saw what was supposedly the moment of the crime and tried to communicate with him!

Questions that arised to me personally:
- Janney never said who called him to the 3rd room's stairs all of a sudden.
- How did the wire appear on him, how come it was never noticed?
- The sugar balance should have been stabilised. Is the time of the death accurate, or does the temporary balancing of blood sugar not affect how fast rigor mortis begins for diabetics? It was confirmed that the blood sugar levels was "down from 180 to 135." The surgery can only be done when it's 110-120.

In chapter 17 we get to hear how things have not  progressed an inch. It's the evening, Papa Queen has caught a flu and the night begins to turn to day as chapter 18 opens up with testimonies from everyone on what happened in and after the hospital incident. That chapter is used to transition the story to its next part as New York and many other areas have begun to fall into utter chaos. The scale of this story gets massive. Abigail Doorn's murder affects everyone from famous people and politicians to the Wall Street shares. The police does all they can - that the mayor and the police chief have to admit - however, the newspapers make up their own stories and the masses NEED answers right away.

The second part - another case happens

Right now Dr. Janney is the person that was supposedly being imitated during the time of the crime as well as the person most suspicious for being the culprit due to him keeping secrets that the police think might be important in solving the case: the mysterious mr. Swanson.
 As the world is in uproar, Mr. "Swanson" makes his move and appears at the district attorney's office. He claims to be Dr. Janney's stepson, Thomas who took her mother's maiden name years ago due to a failed surgery while he was working in the Dutch Hospital years ago. On monday morning, the time of the crime, Thomas borrowed a cheque of $50 from his father and was hiding ever since due to avoiding journalists digging up his past as a failed doctor. He had lost his doctors license but was making his way back up in other career's. 
Inspector Queen makes a call to the hospital for Janney to confirm mr. Swanson's statement which will confirm Janney's alibi at the time of the crime, when they were at the office, as well as Swanson's true identity, however. . . Ellery answers the phone.
10:35. "It's been about half an hour since Dr. Janney was murdered!"
And so the plot deepens.


The second case of the book is certainly interesting, but the story is rather quickly heading towards its conclusion.
Dr. Janney was found dead by Ellery Queen and Dr. Minchen at 10:35.
At the time of his death he was writing about allergies since birth, co-author of it being Dr. Minchen.
The time of death according to Minchen and Ellery is between 10:00 and 10:05 am.
In his room there is one door and one large window opposite of it. Janney was sitting on his table, Ellery remarks that it's weird how the table was not positioned in front of the window. He also notices that, after being told by Minchen, about a few weeks ago the floor of the hospital's offices had been renewed.
Dr. Janney was hit from the back with a blunt object that is nowhere to be seen; the killer must have taken it with them, and after falling unconscious,  he was strangled to death with a similar electrical wire as what was found on Abigail Doorn's throat. Stuck so deep on his throat that it was barely visible.
Now, the mysterious part is that the culprit managed to do this while the hospital was filled with police.

Police superintendent and the police sergeant had already been in hot water before this - the newspapers claim that they, especially Queen, are not fit for the job as they haven't figured out a thing, and now, under the police's watch a murder has happened! The noose is tightening on inspector Queen's neck as, if he doesn't figure out the case by the end of the day, he and his superior will be shelved from their duties for good.

This particular book is no prime example of great plotting but let's go over a list of how well Queen managed to tango with these plotlines in this one particular book just to make a point, shall we? 

There are 37 listed characters are some more such as nurses and detectives and many other people like that in the story. I will not go over the list of all of these characters but the ones that everything culminates to in a list from Least (still very important) to Most.

 The second part mostly focuses a bit on the second, Janney's, case and the Queen household and them not being able to figure anything out about the crimes - Ellery claims that instead of perfect crimes they were impossible crimes! We can also read about Ellery going through the crime scenes again and figuring out information we had no known yet, things that had been changed. He found an unexplained item which is an important clue he could figure out how to find it after figuring out the case.

And that's when we get the 
 Challenge
 TO THE READER! 
Which Ellery Queen stories are known and praised for. The second part of the story ends up with this claim: All the clues have been laid. You can figure the case out. You don't need "that" and "this" (the information of both the Item and Intel which Ellery did not share with the reader but did with a few case characters) to solve the case, as Ellery himself figured the case out before knowing them as well!
 Now, crack the case!

Dr. John Minchen - Ellery's friend. Has a revolutionizing (from medical standpoint) writing project with Dr. Janney.
Hendrik Doorn - "Someone will probably kill me if I speak." A person who's been living under Abigail's wing since she became rich. Her brother. An extremely overweight man with addiction to gambling and women. Has no money despite getting it from both Abigail and ____.  
Abigail Doorn - The victim, in her 70's. Very rich, created two testaments but only one thing changed: Kneisel's project is out.
Sarah Fuller - Despite her high position in the servant's of Doorn household for many years, she hates Abigail and Abigail hates her, never to kick her out. Sarah's a religious person to the core and claims to have foretold Abigail's death in a sense.
Dr. Florence Pennini - Has hate towards Dr. Janney due to losing her high position in the delivery ward.
Dr. Dunning A man who met ms. Fuller for half an hour after the murder. Neither want to tell what the meeting was about.

Lucille Price - A nurse and Janney's secretary. Janney atleast shares the project with Minchen with ms. Price.
Hulda Doorn - Daughter of Abigail. 18's, mysteriously young.
Philip Morehouse - Victim's family lawyer. There are very short chapters about him and Hulda since the very beginning. The chapters don't go to explain anything they are just... Weird to read because you know they foreshadow something. Morehouse claims to have had a testamented order that when Abigail were to die, important papers should be gotten rid of. Philip destroyed them before showing them to the police. 
Moritz Kneisel - A labrat who is 2 years late in creating something "much better than steel" along with Dr. Janney who got Abigail to pay for the project in turn that it would be finished in 6 months.
Michael Cudahy - "Big Mike" a crime gang leader boss of small-time guys: Joe Gecko, Snapper and Little Willie. Mentioned about killing Abigail Doorn.
Dr. Francis Janney - Alot of the plotlines in the story seem to culminate up to him. He's the victim's favourite. Through the victim, Abigail, he got the position of dr. Pennini in the labour ward. Through the victim he got the money for Kneisel's project. He won't allow others to learn of the identity of the mysterious man he met before the crime; "mr. Swanson." He shares a writing project with dr. Minchen and won't allow others to know what they are all about.  


This part can be skipped; it does not have to do with the case characters. It just goes over the cast of main and overarching characters: Ellery Queen (I'd like to call him a daddy's boy version of Hercule Poirot), Richard Queen the police sergeant, Pete Harper a trusted journalist whom has helped the police on multiple cases, Richie the lieutenant, Detectives Flitter, Piggott, Johnson and Hesse, sergeant detective Thomas Velie who is mentioned many times, he works on most of the clues by bossing other police around to figure out impossible to figure out things such as where the electrical wire used to strangle Abigail Doorn was bought from, who is the real owner of the killer's doctor's clothes that were abandoned - as the shoes are both worn as badly, Ellery figured they can't have been the real Janney's clothes, etc. As well as the police doctor Samuel Prouty as well as Henry Sampson and Timothy Cronin the district and assistant district attorney's.   

The third part - the culprit

This is the part which contains all the answers to this rather mind boggling case but even I, with my keen eye for detail, have yet to unravel the truths of this case. By the time of reaching the last two dozen or so pages which contain the final part of the story, I must admit this: I know nothing, what I did guess is the information-twist that Dr. Minchen gave about Hulda Doorn, but that was revealed at the end of the second chapter. Jesus... Just how far ahead can this author be. There are a ridiculous amount of unsolved mysteries that my mind can't focus on solving the main ones.

Okay, now that the novelty of being outwitted by the writer has worn off, let's talk reality.

The murder cases #1 and #2 are both genius in their simplicity - I always had a feeling that a certain "door" was obviously used for something but never brain stormed it through that what it could be - the obvious answer. I realized that I was being confused by the numerous mysteries focusing on each individual character, instead of the crimes themselves.

Not to be seen.
Not to be heard.

In other words visualization. That is what I was lacking when reading this story as, well, I was simply reading the pages. To solve the case in ridiculously simple ways you have to be able to visualize the text, what does the moment of the crime actually show you? 
Had I visualized either of the cases it would have been a wrap, however, the identity of the killer, is something I subconsciously blocked out - the opportunities for this person were obvious. It makes too much sense for this person to be the culprit! So I thought. 

Had this been done in comic book format akin to Detective Conan, there would be no excuses for not figuring out the culprit - it`s the side plots of the numerous characters which lead you astray from being able to point the finger at that person, it's them which make you question your objective thinking.


Now let's go over the few problems I have with the story
the motive for the first murder, Abigail Doorn's, is all fine and dandy, however how could they have known that the surgery for her broken intestine would have to be done after falling the stairs? That makes no sense, there's no proof that she would have gotten injured like that. It seems like a case of plot induced stupidity.
Second problem. The second murder, case of Dr. Thomas Janneys - the motive makes no sense, it was brushed aside but come on now. The culprit/s have no reason to kill off this particular man due to his personality and connections with them. What's worse - had they not done that, they would have gotten away. The second case helped Ellery pinpoint who the killer was. Although looking at it, had I visualized Abigail's murder, I would have figured it out then and there - though, then again, I would have questioned the amount of killers when the police brought that up and my thoughts would get mixed.
Also I did not really like how most of the characters were brushed aside. The clues for the first case are questionable as the culprit could have faked Ellery to think that way about the shoes. That could have been set-up - but I do understand that going through his line of thoughts will still lead up towards the culprits. It's just a way of giving more proof than just obvious theories on who the culprit could be.
The second case is pretty simple but due to not figuring out the first one, my thoughts & the story were not really focused on that. It was in the back-seat to the first murder.

Rather than just tension there's some comedy in the story as well when it comes to the more overarching characters of the Perry Mason stories; the police, the district attorney and especially the police doctor. Doing things like constantly kicking the hospital doors and making a lot of noise, spitting a piece of cigar on the hospital floor and going to check up a corpse as well as everyone eating sandwiches, in what I believe to be the preparation room. were presented in a pretty funny way, that along with just some dialogue here and there for some mysterious reason gave me a chuckle. They just seemed kind of stupid or misplaced I guess, considering the tense moments. Many of the random remarks for almost no reason gave me a good chuckle.

So as a detective story it was solid. I had barely any idea what was going on while reading despite its, by now, simplistic nature which was presented as something far more grand and complex than what it really was. In a comic book this case would be extremely easy so solve, but as a novel story, it was good.

I have another Ellery Queen book that I've bought and will read soon enough - it's the one that was created right after this one, and it's twice as long as The Dutch Shoe Mystery. 
But maybe I want to experience some Carr first before moving onto that one.
Oh how mysterious. At the corner of a table I also just happened to find another Ellery Queen book I've had for years - but only now I've realized it was a Queen book in the first place! Think it's time for a quick reread and blog post. Or not so quick if I can't remember anything about it.

Tuesday, January 8, 2019

Parasyte -the maxim- review

“We've eased each other's boredom for quite a while... It's been quite fun.” 

- Ryuk (Death Note)


First post of 2019 will belong to a rewatch of this Madhouse series. Even though I have to attend uni and everyone else has to work hard in order to move forward in life at the same harsh pace like always, let's try to make this year more fruitful than the ones that came before it, eh?

寄生獣 セイの格率, Kiseijū Sei no Kakuritsu (2014), also known as Parasyte -the MAXIM- is a 24-episode long animated sci-fi thriller produced by the infamous Madhouse, known for their fantastic, high-quality anime adaptations of series such as Death Note, HunterxHunter, Hajime no Ippo, Akagi, etc. Parasyte is originally comic book created by Hitoshi Iwaaki and it ran as serialized work from 1989 to 1995. Because of this over two decade gap between the adaptation and the original work, the animated version is heavy on modernization; computers, cars, phones, types of clothing and so on have been made more digestible for the current generation's audience, however, Madhouse did a fantastic job at modernizing the series as it does not affect the series's writing quality negatively at all.

Truth be told, while this is not the type of series I would normally be writing about, as this blog is about gathering information about how detective fiction series handle different writing styles and of course I try to be both objectively and subjectively critical at series here so I have to focus on the type of genre that I am able to critisize, which is detective fiction, I still decided to post at least something about Parasyte -the maxim- as I did a rewatch on it.

Shinichi Izumi, 16, is a high school student with arachnophobia and glasses. One day as he lays in his bed, he gets attacked by what he assumes to be a snake which then moves into Shinichi's right arm, and, after a struggle, it suddenly disappears from inside the arm. Later, as he is living his daily school life, our main character realizes that his arm is not moving the way he wants it to - almost as if it has a will of its own. When the arm all of a sudden transforms into a mutant that has eyes and can split apart, the watcher of the show can then realize that Shinichi's right arm has been taken over by a what could be called an extraterrestial being that takes a form of its own while stuck to Shinichi as if it was a symbiote, a fused parasite. This parasite gets named and is then to be known as Migi, which translates into 'right arm.'


It is instantly noticeable from the very first few seconds of the first episode that the world is being invaded by these heartless, emotionless beings that arrive to try to take over the world both violently and psychologically. Migi tells Shinichi that he was about to take him over completely, but because he could not get into the brain because of Shinichi not allowing his entrance from the right arm, Migi had to take over the right arm only. What makes these supposed body invaders interesting is that, according to Migi, they specialize in cannibalism. The parasites that take over a dog only eat dogs, and just like so, parasites that take over humans only eat humans. Invading humans is their main goal because a parasite that ate a dog mentioned that he 'failed,' just like how Migi 'failed' because it only ate Shinichi's right arm.

The main story of Parasyte the Maxim deals with Shinichi and Migi collaborating in order to fight off other parasites that get much stronger and smarter by the minute. Cruel murders happen around the globe which is caused by the invaders and the humanity is starting to make their move against them with weapons. In the backgrounds the parasite kind that have taken over humans try to invade into politics, schools, etc. so that they can try and take over the world in a way that no one could ever guess.

Kiseijuu: Parasyte -the maxim- is a fascinating series. It is thriller and slightly action-oriented with a slice of romance. The romance aspects of the series could be much better but the writing style does tell the watcher and the reader that it's been done ~30 years ago, so the slight cringiness and the rare cliches that can be spotted while following the series through, might throw some people off a bit and stop their immersion on the series, however, Parasyte stands through the test of time extremely well all-in-all. Boosted with a neat soundtrack and consistent animation and artwork, Kiseijuu ends up being a gripping and entertaining tale that does not feel like it's a braindead series filled with repetitive and copy-pasted tropes used to garner specific audiences, which is sadly a thing that a ridicilous amount of anime these days tend to do.