Platform:
Nintendo Switch
Released:
August 29, 2024
Publisher:
Nintendo
Developers:
Nintendo, MAGES Inc.
Emio – The Smiling Man: Famicom Detective Club is one of the more fascinating sequels to come out of this year. I had no idea what a sequel to a remake of a decades-old series would look like, but Emio – The Smiling Man succeeds in refining the gameplay offered in the 2021 remakes to make it a smoother ride. The dialogue-heavy gameplay and point-and-click searching feel comfortably nostalgic, while the contemporary artsyle and lively animations make sure you know you’re playing something modern.
The newest case for the Famicom crew concerns a strangled schoolboy whose murder seems to match the M.O. of a serial killer from 18 years ago. To make things even more interesting, the killings share similarities to a local urban legend of the “Smiling Man”, a spooky tale concerning a man wearing a paper bag with a smile drawn on it. This premise has a slightly derivative vibe — the concept of “The Smiling Man” instantly brought to mind every bad horror movie from the past ten years — but I’m a firm believer that a well-written story can make anything work, and I’m not immune to a good urban legend.
The murder sets off a “divide and conquer” investigation for the three members of the detective club; the male protagonist (I named him Ninten Taro) looking into the three victims from 18 years ago, his colleague Ayumi looking into the newest victim, and the club’s owner Mr Utsugi chasing after the urban mystery of the Smiling Man. For the first time in the series, you spend some time as Ayumi during her investigation, but you never play as Mr Utsugi, something that ends up being a bit of a flaw right at the end.
Emio – The Smiling Man: Famicom Detective Club looks just as good as the 2021 remakes, but there wasn’t much to improve on. The art style looks a little more refined though, with the overall result settling into an easygoing aesthetic comparable to the best-looking of modern visual novels. The UI certainly feels like an old visual novel, with its clinical white textbox and text fonts harkening back to old computer systems of the time. Its investigation mechanic feels nostalgically opaque, but so different from the way modern visual novels do things that it circles back around to being new.
If you trace back point-and-click adventure games for a few decades, you’ll find that the one-button “use/interact with/talk to” mouse click expands to about 9 different commands that all sound too similar to each other to be useful. Famicom Detective Club reminds me a bit of that. More modern visual novels have largely eliminated unnecessary button presses, all seeming to adhere to an unspoken rule that says that unless the player’s input is actually required to continue the story, dialogue should continue uninterrupted. It says that characters should continue speaking until they have conveyed all the dialogue the scene has to offer.
This is not so in Famicom Detective Club. To get anything out of your witnesses and police informants, you’ll need to use a combination of vaguely similar actions: “Ask/Listen”, for when you want to choose the topic of the interview, “Call/Engage” for when you need to call the person over first (but also sometimes not?), “Show” for when you want them to comment on some evidence, “Look/Examine” for when you need to notice something about the person first, and “Think” for when you need Ninten Taro to think before he speaks. Much of the dialogue is only offered after you’ve muddled through a combination of the above, which often means trying all options every time until one works.
If all this seems like needless busy work, that’s because it is! Or, so said my first impression. But the more the game progressed, the more I noticed the subtle logic that directs the flow of each interview. The key is not to view the interactions like the usual video game transaction where you press the Talk button and get The Clue, but as a real detective trying to get breadcrumbs out of witnesses. Real conversations don’t follow a set track, after all. They jump from one topic to another, get sidetracked, or are inspired by a new development. When a witness falls silent, you have to prompt them. To ask someone why they look so glum, you must first have looked at them to notice their glumness. And sometimes, before you know what to ask next, you need to stop and think.
If anything, this busy work makes the investigation feel a little more grounded than other mystery games, because it reflects what real detective work must be like: talking to the same people multiple times, digging through old records, and fruitlessly asking around. That doesn’t mean this method is the most elegant way of achieving this effect; it’s actually a bit clunky. Luckily, Emio is a competently written mystery that peppers in enough interesting developments that you’ll probably be too engrossed in the plot developments to mind gameplay that’s a bit opaque. It helps that once in a witness interview, the option to travel elsewhere is locked off until you’ve gotten all the clues, which avoids the possibility of moving on too early by accident.
They would have gotten away with it too
All chapters, until the final one, do a great job revealing new clues and characters while answering a few of the mysteries along the way, so you feel like you’re making real headway in the case. The pacing might feel slow, but that just makes the few scenes of fast action stand out as even more dramatic. Every once in a while, the game will have you answer a few questions to test your understanding of the case, which is a great way of reiterating the important things you learned in the chapter. To top it off, it has believable characters with enough hidden motivations to get you scrutinising each side character you come across, wondering if they might be involved. Is it the missing brother? The weirdly passionate teacher? Maybe even the overly familiar police detective?
“Is it the missing brother? The weirdly passionate teacher? Maybe even the overly familiar police detective?”
Such a well-crafted setup deserved a better payoff. Emio – The Smiling Man sets up all the pieces in a grounded, realistic manner, but then doesn’t allow you to knock them down at the last minute.
While I won’t spoil things for you, your presence in the final chapter is surprisingly ornamental. It’s a climax that is driven entirely by other characters, and nothing would have changed had you not investigated anything at all. This was quite unexpected given how competent the game had been written up until this point. Then, when it’s all over, Mr Utsuji appears to exposit all the clues he found while he was offscreen. Unlike the rest of the game’s slow, careful pacing, which puts you in the driver’s seat to find all the clues, you just get a vignette of Mr Utsuji getting told all the backstory and character motivations we were missing.
The game was probably going for emotional catharsis, but the exposition-heavy ending made it harder for me to appreciate. With that being said, taking the story as a whole, it’s still a fun little mystery; just not the series’ best.
7.5
Good
Positive:
- A dramatic story tinged with horror that's mostly well told
- Gorgeously rendered, smoothly animated graphics
- Investigation emulates slow-but-steady realistic investigation work
Negative:
- It doesn't quite pull off the finale
- The differences between interview actions are a bit arbitrary
Emio – The Smiling Man: Famicom Detective Club improves on the old-school mystery visual novel mechanics that the 2021 remakes refined, eliminating some of the trial-and-error frustration while keeping things focused on interviews with witnesses. While the mystery of Emio isn’t my favourite of the series, it’s still a mostly well-crafted story with gorgeously animated characters.