Operation Backlog Completion 2026
May 272024
 

Last time, we talked about the remake of the first Famicom Detective Club game, The Missing Heir.

Now let’s continue on and talk about the second.

Famicom Detective Club: The Girl Who Stands Behind is actually a prequel, and they’re set up so that you can play them in either order. (If you play one, you can carry over the name you used for the protagonist to the other, too.) I went with release order and played The Missing Heir first, but I can see how playing the prequel first might increase the tension at times. It’s up to you.

From the beginning, The Girl Who Stands Behind is the creepier of the two games. While The Missing Heir had slight hints of potentially supernatural occurrences, they’re much stronger in its prequel.

The case begins with the discovery of a murdered high school girl, and it isn’t long before you learn that before her death, she was investigating the school’s urban legend about a ghost that will appear standing behind you. With that as your one lead, you begin digging deeper into the origins of the legend and what the victim might have learned about it.

For the most part, the gameplay is identical to that of the first game. You’ll still be picking commands from the menu, inspecting backgrounds for clues, and running through a list of dialogue options and other actions to figure out how to progress. Progression didn’t feel quite as opaque in this one, although there were still a few times when I was stumped until I found the action I needed to try or re-try to make things happen.

Sadly, there aren’t any parts where you have to type your answer. Instead, there are a couple parts where you’re asked questions and have to choose the correct answer from a list.

The story was interesting, and I loved the creepier tone, although it lacked some of the excitement of The Missing Heir’s story. It also didn’t feel quite as tight, with more loose ends and aspects that should have been explored in more detail, plus the odd choice to add ambiguity right at the very end.

Click for The Girl Who Stands Behind spoilers
The implication at the very end that the girl died from being hit by the car and therefore might have been a ghost after all when she was seen at the window was interesting… but if they wanted to take it in that direction, I think they should have explored the supernatural aspect a bit more thoroughly so it felt earned.

I also feel like we should have learned the connection between Hibino and Urabe during the investigation, instead of just having it told to us at the end.

But while I’d say I enjoyed The Missing Heir more overall, The Girl Who Stands Behind was still a good mystery with a lot of excellent points. If you like one of the Famicom Detective Club remakes, you’ll probably like the other.

Now, when can we have a third Famicom Detective Club game…?

May 242024
 

I’ve been curious about the Famicom Detective Club Switch remakes ever since they were announced.

Remakes of two visual novel adventure games developed and published by Nintendo back in 1988 and 1989 respectively, they were quite unexpected and also resulted in the games being available in English for the first time.

Sadly, there’s no physical version with English, so you can only get them digitally (and they never go on sale). This year, I decided to finally stop waiting and pick them up. So let’s talk about the first game in the series, Famicom Detective Club: The Missing Heir.

You play a young man with amnesia who soon learns he’s a private detective and was investigating a suspicious death before the accident that led to his memory loss. And so, without even knowing all the details he should have known, he resumes his investigation into a case that soon spirals into something much larger.

It’s a type of game I generally describe as a visual novel / adventure game hybrid, where you’ll spend a majority of your time reading but have adventure game gameplay as well.

In this case, most of the gameplay is handled through a menu that lets you choose to move between locations, call out to someone, talk (which then brings up a list of available topics to ask about), examine things by inspecting the background or picking key things to look at from a list, and a few other commands that show up depending on the situation. In general, your goal is to question witnesses and look for clues as you progress through the story.

That might sound simple, but it’s not always clear what you need to do to progress. I wouldn’t call it hard, since there’s no fail state, but it often comes down to a tedious process of trying every option and then trying every option again.

For example, you might need to exhaust a character’s dialogue, then look around, then talk to another character and exhaust all of their dialogue, then look at the first character, and then choose one of the dialogue options again to finally get new dialogue.

The “skip read” option makes it a bit less annoying, although it took me a while to figure out how to use it. Not to be confused with the force skip option, you can skip read dialogue only if you’ve both turned it on from the options menu and have the dialogue set to auto-advance. That speeds things up to make those trial-and-error conversations faster to get through, but it still started to wear on me after a while.

On the other hand, there are also a few sections near the end where you have to type in your answer, which I thought was pretty neat! It made sure I was actually paying attention to what was going on and understood the clues.

Now let’s talk about the story. The story is what kept me invested despite the occasional tedium of the gameplay. It’s a murder mystery that gets more complicated as it goes on (with hints of the paranormal as the local villagers insist a curse is responsible), and while at first I was just mildly curious about it, it had my full attention by the end. There were several points where I intended to take a break, only for the chapter cliffhanger to keep me reading through to the next one.

A few parts felt underutilized, without a clear explanation, but the majority of the mystery came together in a satisfactory way in the end. I really enjoyed it, and I’m glad I finally played Famicom Detective Club: The Missing Heir.

I’ve already moved on to the second game, and – if all goes as planned – we’ll be closing out this mystery month celebration with three mystery reviews next week instead of just one on Friday! Don’t forget, you have until the end of May to leave comments on any Celebrating All Things Mysterious and earn points toward a prize at the end!

May 172024
 

What better game for a mystery celebration than one starring the great detective himself?

Frogwares has developed a lot of Sherlock Holmes adventure games over the years, and I ended up with so many of them that the series made #5 on my list of the top 10 longest series in my backlog.

I’d already skipped The Mystery of the Mummy after trying it briefly, but I’d heard that the second game in the series was a big improvement, so I decided it was finally time to play Sherlock Holmes: The Secret of the Silver Earring.

…or possibly Sherlock Holmes: The Case of the Silver Earring, or just Sherlock Holmes: The Silver Earring, depending on where you look. As far as I can tell, “The Case of the Silver Earring” is its European title, but why it has two North American titles, I’m not sure. (Both appear on the same Steam page, making matters more confusing.)

Whatever title you want to call it by, it’s a third-person point-and-click adventure game that follows Sherlock Holmes as he investigates the mysterious murder of a man shot at a reception right in front of his guests.

The basic gameplay is fairly simple. You click on a spot to have Holmes walk there and click on interaction points to examine an area or pick up an item. Occasionally you’ll need to use an item from your inventory, as well. Documents you find can be examined from your inventory, which then adds them to your notebook where you can read them in detail.

Unfortunately, even these simple controls can be a bit clunky. Getting Holmes to move in the right direction usually works, but sometimes he would just turn back and forth until I tried clicking somewhere else. He also moves slowly, with a jog available in some locations but a slow walk forced in many others, and several interactions require you to click with the magnifying glass or measuring tape so Holmes can slowly move into position to examine the area in question.

There’s no way to highlight items you can interact with, so it often becomes a pixel hunt – made worse by the fact that the hitbox for interacting with an item doesn’t always match up with its location. At one point I was stuck and consulted a guide, learned the spot I’d missed was something I tried interacting with and couldn’t, and went back to discover the interaction point was the empty space just off to the side.

And why did the developers decide this was the sort of game that should have a stealth segment that requires you to move swiftly and precisely past patrolling enemies?

I’ll admit I ended up playing with a guide open in another window to consult whenever I got too stuck, although in the case of the stealth segment, that required additional interpretation even with a video guide since what was happening on my screen didn’t quite match up with what was happening in the video. (The timing still worked if I acted based on the patrolling dog’s movement instead of location, which makes me think that part is bugged in some way – possibly connected to how the interaction points don’t always line up with the objects you’re interacting with. Occasional other visual oddities like Holmes walking partly on a wall support that as well.)

Despite this being an adventure game, there aren’t a lot of actual puzzles, even inventory-based ones. It’s mainly a matter of talking to everyone, examining everything, and trying your magnifying glass or measuring tape when Holmes indicates that he needs to use an item.

It does have a handful of actual puzzles, though their logic is questionable at times and others are just annoying.

All I’ve really done so far is complain about this game, so let me talk about some positives. The story is divided into days, and at the end of each day, you’re required to take a quiz in your notebook. The quiz asks several questions about the case, which you need to answer with yes or no and then substantiate with clues, documents, or testimony. I thought this was a pretty clever and fun way to make it feel more like a detective game – summarizing new information while making sure you can say which clues provided that information.

It’s also surprisingly funny! A handful of lines were clearly meant to be funny, but I also got more entertainment out of Holmes’s deductions than I probably should have. Maybe The Great Ace Attorney and Herlock Sholmes have ruined my perception, but whenever Holmes started rambling on about a dozen tiny clues and how they led him to an extremely detailed explanation of some minor event, complete with occasional cuts to Watson looking bemused and/or shocked, I couldn’t help but laugh.

(The Great Ace Attorney really has altered my perception; at one point they mentioned Inspector Gregson and I was startled for a half-second before remembering he’s an actual Sherlock Holmes character.)

Now, the overall mystery in this game is… difficult to follow. I picked up bits and pieces as I played, but by the end I still didn’t understand the full picture.

And the developers must have known it would be like this, because the final quiz is optional and the ending cutscene includes 20 solid minutes solely of Holmes explaining the case. That feels very fitting for a Sherlock Holmes story, but perhaps not so much for a mystery game where the player is meant to be him.

Playing Sherlock Holmes: The Secret of the Silver Earring was certainly an experience. I’m glad I got it in a bundle instead of buying it on its own, but fans of older adventure games might consider it worth a purchase for what it is. While frustrating at times, it has enough promise that I’m looking forward to moving on to the next one to see how the series evolved from here.