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StarTopic Emio - The Smiling Man: Famicom Detective Club |ST| The Great Sakamoto Chronicles

Ah, I just noticed that Ayumi's cellphone is the same one from the Satellaview game!
getting-a-100percent-rating-in-the-game-is-apparently-extremely-difficult-and-was-the-source-of-much-frustration-for-players-back-in-the-day.596x500.jpg

So I guess the timeline is The Girl Who Stands Behind > The Missing Heir > The Smiling Man > The Past That Disappeared in The Snow.
Well that would be odd because Ayumi is 17 in The Past That Disappeared in The Snow (TPTDTP lol) and she is 19 in Emio. Here is the source with a story preview: Link
 
I'm at the credit roll. I know there's an epilogue, so I'll play that soon.

I've broadly had a great time, but the later chapters irritated me a bit.

  • Ayumi's narrative conclusion in the game basically being that she's an emotional sponge and foil for Fukuyama's insecurities was a disappointment for me, but it also pointed to where the overall narrative direction was going: essentially away from the main thread of solving the investigation towards the investigation solving itself. Ayumi's lack of agency or importance to the case is irritating from a gender perspective (a woman is not just an emotional foil for a self absorbed man, please), it also foreshadows the lack of active agency for the player and MC in the final chapter and in actually solving the case.
  • chapter 11 was structured too much around aimless wandering and felt weaker and less focused than other chapters. I liked the locations and supporting characters, especially the conversations with the Todoraki family. They added some real humanity to proceedings.

Mostly I really loved the supporting cast of the game and enjoyed it overall quite a lot. But, before I play the epilogue, I do think they've fluffed the structure and order of proceedings here.
 
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Played the epilogue.
Absolutely this content should have been in the main narrative. Before the epilogue, I'd sort of figured out several points but was stuck on others:

  • Junko was primarily looking for her brother rather than investigating murders
  • Eisuke had committed suicide and somebody had added the Smiling Man element to the scene for their own reasons (this obviously is Junko, once you've found the tie)
  • Emiko was Minoru's sister, meaning the Smiling Man was probably Minoru
  • I actually thought that Junko's brother had become the Smiling Man after his abduction, maybe inheriting it from Minoru who'd therefore either be amnesiac or 'cured' of his Smiling Man-ness but unable to come forward
  • wasn't sure how this squared with the first three murders, but wondered if the first murder was a different Smiling Man, maybe Minoru's father, who passed on the identity to Minoru (in an indirect way, this is what happens, I guess)
  • I wondered if Junko was trying to find her brother before he went full Smiling Man and started killing kids, which is what he was about to do when the Smiling Man was stopped from killing Megumi; I thought Junko was hiding information which either pointed to another murder or an attempted murder and I was pretty sure the Smiling Man that visited her was her brother
  • it really bugged me that after finding out Minoru went to juvenile detention, MC and Aymui don't follow up on this crucial bit of information; to me that felt like the obvious place to take things. It now bugs me even more because the game omits that option purely to hide that reveal in the epilogue

Sure, I was off the ball but that's OK. More to the point, I'd be happier with the game's outcomes if:

  • we'd played through small sections as Utsugi, so that all three Detective Agency characters are active in the story through the player, each actively solving elements of the case (this really should be the model if the series continues, as far as I'm concerned)
  • Utsugi's interviews with the villagers could've been spliced in between the later chapters of the game. To make it harder to connect the dots, Utsugi's notes could be separate from MC and Ayumi's.
  • so essentially rather than hiding key revelations in chapter 11 and an epilogue, spread them out and allow the player to piece things together. Perhaps the Kuze siblings flee the abandoned village instead of everything ending there, to allow the player to uncover and connect the remaining dots by having Utsugi and Ayumi reunite with MC in the abandoned village
  • let Ayumi's final contribution not be that she's a foil for the eccentric male who has a crush on her next time out, please.
  • I wonder if the most of the game's most serious content - child abuse, a child being drowned by their own father and traumatised self-mutilation - being subsumed into an epilogue was down to concerns over the nature of the content (did Uncle Nintendo step in and decide to cut up the story?); frankly it baffles me they decided this was the most effective way to resolve the story.
  • Minoru's story is really tragic, as is the way his innocent Smiling Man persona became something horrific, and it deserved to be centred in the game and uncovered gradually by the player rather than being delivered in an info dump post-credits; the animated scenes are gorgeous but the game literally turns into a movie
  • it occurs to me that, perhaps the reason this content is separated into an epilogue is because of how much more sad and serious it is compared to many sections of the game. Perhaps they wanted to avoid tonal whiplash, but I think they could have managed this better. The fully animated scenes could have been 'rewards' as the player gradually ties things together

Feel like I played something that was 90% excellent, 10% fluffed. I'm absolutely rooting for the series to continue though. Ultimately I don't think the way the ending plays out fatally ruins the game, but I think it weakens it. It's brave for a videogame of any kind - let alone a Nintendo game - to go into this kind of territory, so it's a shame I ultimately think the story structure doesn't work as well as it could have done.

There's an excellent story here but it could have afforded to be resolved a more conventional manner and - spoilers - the game could have afforded to allow players to resolve things themselves.
 
Feel like I played something that was 90% excellent, 10% fluffed. I'm absolutely rooting for the series to continue though. Ultimately I don't think the way the ending plays out fatally ruins the game, but I think it weakens it. It's brave for a videogame of any kind - let alone a Nintendo game - to go into this kind of territory, so it's a shame I ultimately think the story structure doesn't work as well as it could have done.

There's an excellent story here but it could have afforded to be resolved a more conventional manner and - spoilers -

- I think the reason Taro (to use his wiki name) and Ayumi did not follow up on the juvenile detection part was that Utsugi was handling it. During one of their conversations (where Ayumi is listening on the phone call) Utsugi asked who the is the person that has the most connections to the older cases that being Minoru, that was his task. Once he found out about the origin, he later focus on that. Also considering Utsugi had to talk to the former officer who had retired, it would have taken time from their own investigation.

- The reason for the epilogue, this is pure speculation based of the love for Argento films, is not because of the themes or hiding, its simply because Sakamato wanted to be a denouement. . Denouements are pretty common in detective stories, where the threads and secrets come together. But its not common in games because there is player control and since it relies on pacing it might feel a bit charring.

- I do agree that Ayumi could have been better utilized. But I think at best her contribution is rather limited because her angle was focused on a part of the investigation that turn out to be a red herring, Eisuke's suicide. I want to go over her entire playthrough to actually note it down.


As for it being resolved in a conventional matter, I think the reason these types of adventure games aren't as common is because they give a sense pseudo-control, where its an interaction between you and the "computer" buts everything is already scripted, there are no fails states, just a way to sorta test you. That is why you get the report card at the end. And that is not something the gels with everyone, it feels like an in-between of a regular visual novel or an interactive adventure game, which is why I think other games of the genre picked a lane.

In terms of future endeavors, there are examples the could take from somewhat contemporary games. I am playing Root Film, its more visual novel, but the protagonist has these events where he writes downs inconsistencies and then in a debate format you the correct things to explain the situation. If you "fail", the truth goes dark (I haven't lost so I don't know if the game ends lol). Also since its MAGES who co-develop their games, they could add some of their ideas of fail states, maybe not have multiple endings but situations where you will have to go back to a save or scenario.

All this rambling to say, I look forward to see what they do next and I hope they take feedback cause its been super interesting reading peoples experience of this game.
 
I finished most of Emio (post-demo stuff) in a single sitting, so my memory may be hazy, but it feels weird that Ayumi and John Detectiveclub's roles in the story are being downplayed so much. The death of a child isn't insignificant just because a magic murderman is supposedly lurking around, and they do discover everything important about Kuze's coverup. It stops just short of outright accusing her, mostly because of shit hitting the fan with confronting Minoru, but you get to confront Kamihara with the theory at least. I do kind of wish Ayumi had a bigger role, especially towards the end, but she does get to confirm the necktie connection and point Utsugi to the right village for HIS investigation. Very important steps to both sides of the mystery. Though I'd've much rather discovered the village info through the planned interview with noted urban legend enthusiast Megumi than an offhand comment by going to the same damn place to talk to the same damn guy again.

Not much of my feelings haven't been said by someone else about the overarching Minoru part of the story. I guess one thing to note is probably him bringing Makoto along in the car to a would-be killing maybe being some kind of passing on generational trauma thing, especially since he's molding Makoto into himself already, but that plan got derailed by getting caught in the act. Would've probably been hard to absolve Makoto so cleanly by the end if even part of that plan went through.

Weird! I guess the devs wanted to pay a small tribute to TPTDiTS, but forgot Ayumi's age. Though it's easy to retcon that in a potential remake.

It definitely makes sense to basically completely retcon and re-imagine the Satellaview game as a bigger story if they do a remake of it. Due to its particular weirdness of being a timed game that takes three hours to clear no matter what on account of being a live broadcast thing, it's probably a bit of a mess and maybe not worth remaking it just as-is.
 
My wife and I completed this yesterday, and we both had similar feelings about it.

Spoilers for the whole game below:

Overall, it's better than the previous two entries, but I still didn't really like it.

For context, we played all the way through both The Missing Heir and The Girl Who Stands Behind; so I am not somebody who picked this game up on a whim, but rather somebody who saw a lot of potential in a sequel created after so long. I didn't love either of those games, but after I felt such an improvement in the demo, I was totally interested in picking this up. I am a huge Ace Attorney fan, I enjoy visual novels and detective games/shows/films. All of this is to say that I am very much in-the-bag for this sort of experience.

I don't think these Famicom Detective Club games are very good. The story's pacing is rough, the actual investigation gameplay ends up feeling very dull, and the game really meanders in ways that makes for an experience that we felt had a lot of friction. I am an enjoyer of games with friction and unique textures, but these games did not work for me. I really wish I could have come out of this saying that I loved it, but I didn't.

The presentation is wonderful. The voice acting is great, the music is outstanding, and this game in particular cleared up a lot of the cruft of the original Famicom releases. There were very rarely moments where we were stuck and frustratingly fiddling with menus until we were able to progress, contrasted with the original games, where that happened with a high degree of frequency. The investigation felt much more intuitive from a gameplay perspective this time around, and I think that deserves to be mentioned. I recognize that the games are designed to be "conversation puzzles" of a sort, where you are meant to intuit the correct way to proceed based on something of a detective's intuition. This game pulled that off much better than the previous two entries. The concept of Emio, a serial killer born from an urban legend, is an interesting hook. I was onboard with the game after the demo period and I wanted to see more. I loved the nods to previous games, I loved the little details they've included. I want to preface my complaints with this: despite me not loving these games much, they should keep making them. I don't think all things must be made the way I prefer, I don't think all things must be good, and I definitely don't think these games need to drastically change just to appease people like me.

Unfortunately, I feel as though the pacing of this game is an absolute killer. Much of the game's interesting revelations happen in the last hour of the game (counting the, frankly, very well-done epilogue section), and very little of it is allowed time to sink in with the player. You spend a lot of time showing sketches to passerby, only to receive very little information in return. Pivotal scenes are often ended very abruptly before they can reveal anything of particular interest (an issue with all three of these games), leading to so many moments of frustration where we just wanted to sit and read some actual, juicy information about the case we're investiating. You basically never get that, barring a very small number of exciting scenes, resulting in a game that both gives you very little to go off of for its core mystery while also doing its best to make those exciting moments quickly forgotten by shifting gears to entirely unexciting story sections. I seriously cannot believe that the location of the killer is revealed to you by some random construction workers. The game is, weirdly, too authentic to the actual process of investigating a crime, and it ends up being a bit of a boring video game as a result. It does not have peaks and valleys of high moments and low moments; it, like the past two entries, is concerned with being a slow build-up of information before a crucial blow-out at the end of the game. This, to me, is a very bland way to structure a mystery, especially in a game that has an active serial killer on the loose.

I strongly believe that interspersing more of the epilogue's revelations throughout the core game experience would have resulted in something very cool, very special, and very thought-provoking. As it stands, you wind up doing a ton of meandering about, and then the vast majority of the intrigue is given to you at the very end of the experience. I love slow-burn media (The Hunt for Red October is basically a perfect film and is an example of this), but murder mysteries in particular really need to keep giving the viewer more and more breadcrumbs and tension throughout to keep me interested. We love playing these games together and coming up with theories along the way, but too much of the game's crucial information is given to you at the very end, or things that are explained to you get pushed to the sidelines too quickly. I will give props to the ending for being appropriately chilling, totally engaging, and very well executed in a vacuum; but this level of interest and excitement should have been included in the main game scenario. It makes absolutely no sense to me at all that we are able to call Utsugi whenever we want, but he intentionally withholds the information he has gathered for no logical in-game reason. It is purely to give the player an exciting epilogue. To me, this is very sloppy execution of a great idea, and with some solid editing it could have been much better.

As for characters, Ayumi in particular has been done so dirty in this game; she spends so much of her time having to comfort Fukuyama, a character that both of us started to dread spending any time with (and honestly were totally convinced was a creep). Her entire purpose is to gather a small amount of information on some days, but usually just spends most of it being manipulated into giving this guy attention. I do not like Fukuyama, and I do not like that Ayumi's role in the story is largely to support a side character who, ultimately, has very little bearing on the story of the game. I think Fukuyama's presence was to contrast Minoru's life. Fukuyama grows up fairly well-adjusted, a passionate man who cares about his students, his enthusiasm a weapon for which he hides his insecurities. Minoru, on the other hand, is implulsive, dangerous, and insular; he has support from people who love him, but his single-minded obsessions and enthusiasm are his undoing, and are his descent. This is, at least, my best interpretation for why this character exists and why his inclusion is given such weight in the story.

Kuze and Kamihara getting married at the end really comes out of nowhere and didn't feel earned in the slightest. It actually disappointed me that the writers felt as though the logical conclusion to those characters was to have them get married (and in a very short span of time as well). Kuze's letter at the end mentions that looking after her brother is how she will repent for the genuine heinous things she did, but that is literally what she wanted from the start, and her being removed from the force doesn't feel like much of a punishment for a woman who wanted to be a florist anyway. She comes out of this having effectively gotten everything she wanted, to be honest. I guess that's kind of how things go for cops though. ACAB.

Minoru's story was well-told and if it had been interspersed more throughout the game I think I would have liked it even more. Again, the epilogue, in a vacuum, is very, very good, but it does end up feeling very info-dumpy in a way that I think was meant to recontextualize the entire game for the player (normally a very good thing to do!), but in reality just serves to explain the missing pieces all at once in a very unsatisfying way. The game asks you, at the end, "what did you think?", but I wish they had asked this question more throughout the experience. Somewhere, there exists an edited version of this game that is constantly revealing pieces of Minoru's story in such a way that his motivations are kept intact while also making him a morally complex character instead of spending 95% of the game as a villain to catch, only to learn his backstory in that last 5%. Sorry to harp on about this point, but again, the pacing of this game's story (in additional to the actual moment-to-moment gameplay pacing) is its biggest issue to me.

Mr. and Mrs. Todoroki, on the other hand, were pretty well executed. I think leaving these two out of the epilogue and not giving them a proper conclusion in the story was actually a very good move. It leaves you to wonder how that scene would play out, how they would feel knowing that their child has not only been killed after having been missing for so long, but also that he committed some exceptionally gruesome violence on himself and other people. Leaving all of this open to the imagination was a good call.

Uhhhh, what else... There's probably other stuff but I'm tired of writing. The game's chill I guess, keep making them and maybe I'll check 'em out.
 
Vague spoilers for all three games.

The main character has always been overprotective of Ayumi. He never even wanted her a part of the detective agency. It makes sense she has almost nothing to do with the ending. I don't think she'll ever get a bigger role in these games. I get that she is the more interesting character so of course people want her more involved. I do too but I don't know if they'll ever do it.
 
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Yeah, she got robbed in this game. I did enjoy her sections, but it sucks that it didn't amount to all that much in the grand scheme due to her side of the investigation being a bit of a red herring and her sitting out on the finale. She should have definitely been interwoven into things more; the protagonist got to head to the school and interact with the characters there after all, so why couldn't Ayumi interact with the detectives? Even a part of the game that I thought would be in wholly within Ayumi's camp -- talking with Megumi at the police station -- got hijacked by the protagonist halfway through for... some reason. Which is especially weird because the game outright acknowledges the parallels Ayumi has with Megumi.

So yeah, I'm hoping the next game does more with her, because I liked what little we got. She's a fun character when she's allowed to bounce off the protag in a lot of the optional scenes (that "How often do people tell you that you're funny?" roast was deserved, I'm sorry, won't touch the phone again). Fukuyama, too, actually. Ayumi patiently trying to explain to him that he could have been arrested if anyone else found him, and mentally sighing when he just doesn't understand the point she's making about the optics of a grown man loitering outside an underaged girl's house made me chuckle. Having said that, the love triangle was pretty take-it-or-leave-it. I'd rather it not be there, but it ultimately didn't frustrate me so much that I hated its existence. I rather it not come back, though.

Echoing the desire for an expanded remake of Yuki ni Kieta Kako. Alternatively, they could also have the next story involve Reiko some way in order to open up the use of the Satellaview entry as an side story that has Ayumi and Reiko explaining everything to the protagonist as the new framing device.
 
Ok I have just finished Emio's epilogue and I am... whelmed.

I'll start with the positives by saying that I loved the visual presentation of the game, the music, and the characters. The visual presentation of the epilogue was especially gorgeous, with fully animated anime cutscenes. It was genuinely shocking to see some of the themes and visuals of this game in a first party Nintendo project.

This game shows that Nintendo does have the capacity and wherewithal to tell darker stories, BUT now we must talk about the negatives of which there are many...

Literally 99% of this game could've been an email. Without spoiling it, the game makes an extremely bizarre decision to withhold almost all of the revelations and explanations until the Epilogue. Because of this decision, almost every part of the game feels like filler or extremely repetitive dialogue.

The amount of times people repeated the Emio urban legend or the basic facts of the cases was unbelievable. The majority of the interactivity of this game game just felt so pointless at best and deceptive at worst. At least with other linear narratives like Ace Attorney, you could still find a game over or something, but there doesn't seem to be any fail condition in Emio. If you make the wrong choice in a dialogue tree or whatever, the game will always force you to the correct way. Despite being a 'detective club' game, there's absolutely no consequential investigating or deducing to be had here.

MAJOR SPOILERS FOR THE IDENTITY OF EMIO AND THE ENTIRE GAME. DO NOT READ UNTIL AFTER YOU FINISH THE EPILOGUE:

I found it tough to understand Minoru's transformation into Emio. Yes I get that he was traumatised by the childhood abuse and the death of his sister, but the way he sort of snapped and killed the factory girl and her father just felt so contrived??? There wasn't a single major catalyst for the first murder and I feel like it would've been so much more impactful if the girl was murdered by her father which in turn caused Minoru to snap. The sicko in me was absolutely stunned by his self mutilation scene though, I never would've expected that in a Nintendo game.

I also feel like the 18 year downtime after the initial murders is a HUGE plothole??? So he kills like 2 other girls and then spends all that time raising the detective's brother??? The fact that wasn't addressed is so bizarre and a huge negative for me in addition to everything else.

This game would've been infinitely more enjoyable if the epilogue was simply broken up and sprinkled into the main game. I should also add that basically all of the findings that are juicy or interesting are found by a character who is effectively gone for the majority of the game.

and yes I also get that the game wanted to have the moral of humans are more tragic or scary than ghosts and the supernatural but... I really wish Emio was a supernatural being. They really could've made the story so much more profound if Emio was an onryo created by the misfortunes in his life
It's important to note that Minoru was so lost in his grief that he genuinely believed Ayaka was Emiko but grown up. When he saw Ayaka's bruises from her dad hitting her, he saw Emiko's bruises from his dad hitting her, and decided to "do things right" this time by killing the dad early. Ayaka then broke Minoru's delusion of her being Emiko, so he killed her for that.

As for Makoto, the reason Minoru takes care of him so long is that, similar to Ayaka, he is projecting his life onto Makoto (specifically his protectiveness of his sister) so hard that he believes that Makoto is literally himself, but younger.

I do agree the epilogue should've been part of the main game. That, alongside dedicating a chapter to the real nature of Eisuke's death, would be the big changes I would make to the game's story.
 
Finally fully rolled credits. Loved it. I officially want The Smiling Man in Smash.

I understand why people thought the epilogue should’ve been part of the main game, but honestly I don’t know how you weave it in without robbing people of the payoff. I feel like pacing was a similar issue in the other two. And yeah, there were some chapters where the game feels like it’s at a crawl with discoveries. But honestly the payoff was very satisfying. My biggest complaint of the whole game would be the same complaint I had of the Missing Heir and the Girl Who Stands Behind; often I know what I should ask someone or do to get to the next prompt but I’m just not sure what the game wants me to do with its prompts, so I feel like I’m haphazardly asking or thinking or showing sketches. The thing that sucks the most about it is, the solution is right there. There were a couple of prompts when you and Ayumi are reviewing the case with each other where you have to reference the notebook and I really wish I could’ve just used that when talking to people. Feels like it could help the player get more familiar with the case, the game could build alternate paths around what you specifically ask people, and it could even open up options for speedruns. It’d feel like a proper mystery novel.

But again I loved this experience. I find it wildly ironic that Nintendo of all companies maybe told the most mature story (not without its obvious weaknesses) I think I’ve ever played in a video game. Its poignant message really resonated with me. I loved the MC’s words in the ending monologue, about how fragile children’s worlds are. Feels truer as I get older. And that epilogue. Really grim shit. I’m sure it’s been said a bunch already but I honestly can’t believe all of that is in a Nintendo game.
 
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Regarding the epilogue

I think it was done that way to spare people who couldn't handle the subject material. Child abuse can be a tough subject and it gives the option to people who want to avoid it if they can. Tough decision to make but I honestly think it was the correct choice.
 
I expected a more modern gameplay take on FDC with similar writing and instead got classic albeit slightly streamlined FDC gameplay with very improved writing. Honestly, that was probably the better outcome. The pacing of this one is much better, imo, and it handles complex and mature themes in a matter I never expected from a Nintendo game. Especially not a classic EPD director/writer.

It's not exactly anything groundbreaking in the grand scheme of things, but it's wonderfully executed and a good addition to Nintendo's portfolio. I hope we get a few more heavily narrative driven titles from Sakamoto before he retires, that was wonderful. Or maybe this is the only idea he's had kicking around all these years lol

Kamihara is also just a bro through and through. Seemingly in all the worst ways at first, but that tapered off quickly. He quickly went from someone I groaned at the sight of to my favorite character.

At some point it is suggested that
the MC's family album might be hidden in the office. I think it was while talking to Yoshie the second time.
Has anyone found it?
John DetectiveClub doesn't seem to like bothering people about the tragic elements of his past unless directly asked (like by Kamihara). I took that as him being polite, Yoshie suggested he look for a family album not knowing he was an orphan and he didn't want her to feel bad about it.
 
Finished it. Liked it a lot. Not sure if this is what they were referring to when saying the ending would be controversial but I'm assuming they were talking about how the full story is ultimately revealed.

I'm not really a writer but I've always imagined one of the hardest parts of writing a mystery is the question of how much exactly do you give your audience to work with. Personally I like solving the mysteries on my own, but I also love being surprised by the work. Because of these contradictory expectations, when it comes to these sorts of mystery stories I rarely feel fully satisfied by their endings, my feelings usually on a spectrum between "I predicted pretty much everything and now I'm just going through the motions" and "wow that came literally out of nowhere this is bullshit I never had a chance."

Emio struck a balance that left me more satisfied than most. I walked into the final chapter with a good general idea of everything that happened and how all of it connected...
Minoru being Emio and the culprit of all the murders 18 years ago.
Eisuke commiting suicide and not being related at all to Emio.
Junko tampering with Eisuke's corpse in hopes of reopening the case of Emio and it helping her find her brother.
The origin of the Emio story being about the death of Minoru's sister.
Makoto saving Junko from Minoru but ultimately getting abducted by him.
Minoru and Makoto cooperating with each other... for some reason (the game pretty much spelled out it was amnesia though I was leaning more into Minoru brainwashing him somehow, which I guess he still did technically.)
Ayaka's death being originally unplanned and triggering Minoru's murderous madness.
I also have to say the Todoroki marriage was a very blatant attempt on the part of the writers to emotionally manipulate the player into feeling bad for suspecting Minoru being the killer even though that was the inevitable conclusion at that point... if anything they only convinced me of his guilt even more.
...and yet it still had so many more surprising details in store for me, while never truly reaching a point of me feeling frustrated about not being fed these things beforehand. Hell I even think it would have cheapened the experience a bit had they done so. Truth to be told I was sort of fuming while the first credits were rolling, while I enjoyed knowing that I was generally correct I was also left with a sense of "what, that's it??" dissatisfaction only for the game to surprise me with an epilogue that had me entranced the whole way through. I liked the overall experience so much it convinced me to play the other two games eventually. I hope this series continues.
 
Just finished it, I really really liked the story and I guess that's the most important part of these games I expected a bit more of gameplay or involvement in how things play out , I think $50 is a bit much for this game I can see myself buying another if it's in the $30 to $40 range
I've seen some criticism about the conclusion being given to you and the prologue should've been part of the main game and some others I agree on some i hope they continue this series and continue to modernize it
I really liked the characters Kaminara and the MC being my faves , also the OST has some great tunes my fave is "superior friendship with ayumi" and the prologue piano piece that plays with the staff roll
 
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Finally finished the game, including the epilogue. Before I (FINALLY!) get to click on all the tempting spoiler tags, I wanted to get some of my own thoughts down first.

Overall? The game felt like a great successor to the original games in multiple aspects. The character writing and scenarios were done very well, with more care put into the lives and thoughts of the side characters. Adding onto this, the improved visuals, music, and presentation that they established with the remakes of the first two games were even more enhanced here, and they were able to do a lot of cool things that added to the emotional weight of the cutscenes. The themes the game tackled were surprisingly heavy and mature, and the game, I thought, mostly handed them seriously and/or gracefully. While I can understand why people may be put off by the relatively high price tag for what boils down to a 15-hour or so visual novel, I thought the extremely high production value of the presentation, coupled with the solid writing, made for a pretty great package for fans of these types of games.

For all the game did well, I do think there were some aspects in which the game didn't quite feel like it had cast off its NES roots and stepped fully into the modern era (although a lot of the presentation did get there otherwise!). For one, I feel like progression was still oddly... rough? There definitely weren't any moments that stumped me nearly as much as almost all of The Missing Heir, or some parts of The Girl Who Stands Behind, but I still felt like most of the random clicking didn't add too too much. Definitely most of it was much more intuitive than the first two games, but I felt like there were a lot of points in which I would just be clicking the same dialogue options over and over for whatever reason and it felt kind of awkward. Which leads me to a somewhat related point in that I thought the pacing in some areas felt off, in which I would keep pressing dialogue options, the character would say a few lines, and then we would be back to the menu and I would just have to click the same thing again. Some of these scenes felt like they lasted longer than they should have as a result. In addition, I thought they repeated things just a tad too much, like repeatedly mentioning what the Emio urban legend consisted of, and sometimes the MC's reflections felt like they were putting into words what would probably be more impactful if just left silent, lessening some of the emotional impact at times (at least for me).

Ultimately though, I thought Emio was well worth playing. I'm very glad that I played the first two in anticipation of this, because there were some moments where it felt nice to know more about the characters' pasts to understand how they would be feeling in certain situations. I wouldn't say the first two are anywhere near required to play this game, but it was nice to see them sneak in some stuff for people who did play the first two games. Overall, I'm very glad I played this game and would easily buy and play another if they made one. I hope we see more Famicom Detective Club!
 
Oh also

I was very surprised to see that full anime segment at the end of the Minoru chapter. I was really blown away by how they portrayed everything... and surprised that some of that stuff actually made it into the game! From the credits it seems like MAPPA actually helped animate this, which is just amazing to me.
 
Ended up importing the Collector's Edition. As mentioned earlier in the thread, there isn't too much that wasn't already expressed in the Ask the Developer interview when it comes to the ending of the art book where Sakamoto and Miyachi share their thoughts and production anecdotes (the random anecdotes are cute, though). But just like in that interview, there is this pervasive "hell yeah, of course we're going to make more FDC" energy that makes me smile.

On a side note, I like the random fun fact that is the office TV being courtesy of Ayumi just deciding one day that it would be cool to have a widescreen and splurging on the thing (it didn't even fully register to me that it was a widescreen CRT until I read that caption).
 
Honestly, I don't know why so many people say that the solution was just given to you in the epilogue. I feel like most of the stuff in the epilogue, you already could piece together yourself, as most information was already given to you previously.
 
Been thinking about this game's handling of mental health issues.
Generally, I think I enjoy the twist that Eisuke committed suicide. It's so simple and dark, yet it makes a lot of sense. Hell, even after googling this game on ESRB and accidentally seeing that someone would hang themselves with a tie I didn't even think about it.

Now, on the other hand there's Minoru. While a fascinating horror villain, his tragic backstory is somewhat undermined by the fact that he didn't need any further triggers to basically just kill everyone. I think I would've appreciated if the first victim in the case would be killed by her dad, further breaking him. As it stands, personally I can't shake the feeling of "he did bad thing, he's always had this evil since", which is very Bloober-y. I have no problem with him, clearly unstable, recognizing a pattern and killing a man but then he just goes completely off the rails and treats every girl as Emiko because why exactly? He wasn't like this 5 minutes ago, now he's asphyxiating his friend. He's supposed to be a tragic boy who liked cars, yet the incident implies that no, he's broken beyond repair and even this sweet boy was apparently in permanent kill-mode somehow. Looking at other spoilers here, while him basically being convinced Emiko's alive and killing "her" dad again makes sense, I still feel like it has that stink of a mentally unwell person being forever a danger, and I'd really like if there was something to break him further, justifying it, because the message, as it comes across, is that him completing his sentence and being a productive member of society was not enough.

It's a tough game to like for me because so much good just comes right at the end. Your characters barely do anything, you don't really solve anything, most stuff comes from lucking out into coincedences, and of course there's the whole goddamn Ayumi portion which sucks so much. Aside from just kinda being there, she's basically in the game for an older man to perv onto because he remembers her as a kid, and then your character, the character you NAME, the character who does not have any other backstory in the slightest, goes into a weird perv-off over how you've seen her in a swimsuit when she was 16 or whatever. Very cool, what the fuck.

I think I would've preferred more thriller parts intersperced with main story, because as it stands there's exactly one thing that happens that feels urgent, and then you go back to asking random people and all that. The ending definitely made up for a lot, but I feel like the story could've benefitted from an additional third party. Maybe a crazed fan you would chase who'd show up to be all spooky, something to add some tension, you know?
 
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Been thinking about this game's handling of mental health issues.
Generally, I think I enjoy the twist that Eisuke committed suicide. It's so simple and dark, yet it makes a lot of sense. Hell, even after googling this game on ESRB and accidentally seeing that someone would hang themselves with a tie I didn't even think about it.

Now, on the other hand there's Minoru. While a fascinating horror villain, his tragic backstory is somewhat undermined by the fact that he didn't need any further triggers to basically just kill everyone. I think I would've appreciated if the first victim in the case would be killed by her dad, further breaking him. As it stands, personally I can't shake the feeling of "he did bad thing, he's always had this evil since", which is very Bloober-y. I have no problem with him, clearly unstable, recognizing a pattern and killing a man but then he just goes completely off the rails and treats every girl as Emiko because why exactly? He wasn't like this 5 minutes ago, now he's asphyxiating his friend. He's supposed to be a tragic boy who liked cars, yet the incident implies that no, he's broken beyond repair and even this sweet boy was apparently in permanent kill-mode somehow. Looking at other spoilers here, while him basically being convinced Emiko's alive and killing "her" dad again makes sense, I still feel like it has that stink of a mentally unwell person being forever a danger, and I'd really like if there was something to break him further, justifying it, because the message, as it comes across, is that him completing his sentence and being a productive member of society was not enough.

It's a tough game to like for me because so much good just comes right at the end. Your characters barely do anything, you don't really solve anything, most stuff comes from lucking out into coincedences, and of course there's the whole goddamn Ayumi portion which sucks so much. Aside from just kinda being there, she's basically in the game for an older man to perv onto because he remembers her as a kid, and then your character, the character you NAME, the character who does not have any other backstory in the slightest, goes into a weird perv-off over how you've seen her in a swimsuit when she was 16 or whatever. Very cool, what the fuck.

I think I would've preferred more thriller parts intersperced with main story, because as it stands there's exactly one thing that happens that feels urgent, and then you go back to asking random people and all that. The ending definitely made up for a lot, but I feel like the story could've benefitted from an additional third party. Maybe a crazed fan you would chase who'd show up to be all spooky, something to add some tension, you know?
All of the main character's backstory Is in The Missing Heir, going into any of it would spoil that game's plot.
 
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All of the main character's backstory Is in The Missing Heir, going into any of it would spoil that game's plot.
In that case I'm surprised they let me name the guy. Figured he was a new character who was supposed to be just there for me to connect with.
Nonetheless, bad vibes from that one scene and it shouldn't have been in the game.
 
I finished the game the day before yesterday and I'm still thinking about it. Loved, LOVED it but definitely feel the epilogue should have been added to the main game. I could have used a few more chapters and a more active role in the investigation, especially since there are clearly leads that never get explored. But emotionally speaking, the game has been fantastic for me and even brought a couple of tears.

I hadn't played the first games and was quite hesitant to get Emio because of that, but now I'll definitely get the first Famicom Detective Club!
 
In that case I'm surprised they let me name the guy. Figured he was a new character who was supposed to be just there for me to connect with.
Nonetheless, bad vibes from that one scene and it shouldn't have been in the game.
You've been able to name him in every game, and with the remakes, if you have save data from FDC 1 or 2, you can carry the name you gave him into the other and into Emio.
 
Though the earlier games aren't important to Emio's story, 1 and 2 kind of establish the background stories for John DetectiveClub and Ayumi respectively, which is one of the reasons I was curious to how this game would go since that kind of stuff is just out of the way now. Thinking about it, with the epilogue having Utsugi playable, he's kind of the least fleshed out "main character" at this point. With the series basically confirmed to be continuing, I wonder if they'll address him more directly next time instead of just kind of having him off-screen most of the time.
 
Just finished the last chapter and epilogue and... well, that was a gut punch. Don't know when I last shed tears over a video game plot but here we are. It might just be because I relate to some of the themes on a personal level (without wanting to publicly comment on which and how), but that definitely got under my skin in a few ways.

Overall very well written story, although there were some cringy parts as others have touched on in the thread before. Also, I guess it took a bit to get going - the investigative results might've been more evenly distributed across the chapters, if that makes sense? It's a minor thing, though - nevertheless, I thoroughly enjoyed the game and I think it's a great base for the direction the series should take going forward. I do, however, hope that they think about modernising the gameplay somewhat without discarding the basic ideas there. If they can do that successfully while retaining this kind of (main) plot writing, they'll have got some masterpieces cooking.
 
I just finished it! Really enjoyed it. Delighted this mad little thing exists, above all. I just sat down around 8pm to pick up from Chapter 8, and now realise it's 2am, I've been at it six hours straight and I've been totally engrossed.

I loved how slow it is to get going, meaning every hint you uncover feels huge, the core mystery is really strong, and I was invested in virtually every character we meet. Desperate for more of these games in the future, and delighted I've got two others waiting for me!
 
Though the earlier games aren't important to Emio's story, 1 and 2 kind of establish the background stories for John DetectiveClub and Ayumi respectively, which is one of the reasons I was curious to how this game would go since that kind of stuff is just out of the way now. Thinking about it, with the epilogue having Utsugi playable, he's kind of the least fleshed out "main character" at this point. With the series basically confirmed to be continuing, I wonder if they'll address him more directly next time instead of just kind of having him off-screen most of the time.
What's that about the series being confirmed to continue? That would be great if true.
 
What's that about the series being confirmed to continue? That would be great if true.
Sakamoto said in the Ask the Developers interview that over making this game he's essentially trained Kaori Miyachi (Who's been slowly rising the ranks with Nintendo since the Wii era) to take over and run the series, describing her as his "heir". She co-wrote a lot of the game and ran a lot of development, so can take a lead going forwards.

These games are probably super cheap to make by Nintendo standards and I'll bet Emio has done really well relative to expectations/performance of the remakes, so fingers crossed it remains of the table!
 
These games are probably super cheap to make by Nintendo standards and I'll bet Emio has done really well relative to expectations/performance of the remakes, so fingers crossed it remains of the table!
Its probably one of the most expensive adventure games, even compare to other MAGES works, but still far cheaper than something like Mario Party. As for expectations, the best comparison is Japan since they had physical, Emio debuted twice as much as the remakes combines (25k versus 12K) and as of today its 29k (biggest MAGES physical title sold in a while)
 
When I tried the demo there where in the summary portion a question with [] to put in via keyboard.
Is this something that is actually checked against?
I put in Emio, but could I put anything into the Brackets an get the same responses or would I need to remember names for this questions?
P.S. I did not read any of the thread because I wanted not to be Spoiled, So sorry if this was already answered.
 
They definitely have to do better by Ayumi Tachibana next time, rather than giving her the B plot where she's essentially an accessory to an immature man. A balance between playing as the MC, Ayumi and Utsugi would work better for me next time out, with each of their narratives contributing significantly to the conclusion.

also she doesn't even get to uncover the most important reveal from that high school: that Eisuke killed himself. The MC uncovers that when he takes over Ayumi's part of the investigation.
 
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When I tried the demo there where in the summary portion a question with [] to put in via keyboard.
Is this something that is actually checked against?
I put in Emio, but could I put anything into the Brackets an get the same responses or would I need to remember names for this questions?
P.S. I did not read any of the thread because I wanted not to be Spoiled, So sorry if this was already answered.
You'll want to remember names and such, since those do pop up occasionally, but the game won't immediately penalize you if you say the wrong thing. The other characters will usually just correct you, remark that you seem to be having an off day or something, and the story continues. There might be one exception to this in a later chapter, but I haven't gone back to double-check.
 
You'll want to remember names and such, since those do pop up occasionally, but the game won't immediately penalize you if you say the wrong thing. The other characters will usually just correct you, remark that you seem to be having an off day or something, and the story continues. There might be one exception to this in a later chapter, but I haven't gone back to double-check.

I will need to have a doc with all the names, since I will never remember any name from any game.
As far as I remember I could not open the Notebook in this sequences either.
 
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The epilogue was amazing, I just sat in my chair watching in awe the whole time

A bit sad that this is going a bit under the radar... I get the feeling this will get brought up as a "TOP 10 NIINTENDO SWITCH HIDDEN GEMS!!" in the future
 
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