With 50 items from the first game, and another 50 in the second, this challenge comes to a whopping 100 with its prompts!īoth Touch Lists can be found here: /wiki… It's just a fun challenge, so do as many, or as few, as you'd like. That's it! No real rules (aside from the group rules), no due dates, no badgering. Note: If we can't identify the fan art as, well, fan art, it won't be accepted into the gallery! So don't draw a single hot dog and claim it as fan art, OK? To qualify as completing the prompt, it should feature the Touch List subject(s)/object(s), otherwise its normal fan art. Just don't think too hard about the fact that the lead detective tackling these convoluted, police-stumping crimes is barely out of puberty.Ready to create some nostalgia art/fiction? Need a nudge in the right direction? To get those creative juices flowing, the group presents to you, the Touch List Challenge!ĭraw/sketch/write/create a piece of work that features something in Mackenzie's Touch list. I read a lot of detective novels ( actual novels, not visual novels) and Famicom Detective Club is up there with some of the most entertaining, engrossing, and satisfying I've read. It's the video game equivalent of a page turner, and you won't rest until you've concluded each case and uncovered the often complex and multi-layered truth. This is a supremely text-heavy game, and it's clear a lot of effort went into translating the original game into English. I love that Nintendo finally brought these games to other parts of the world, and did such a fine job with the localisation too. But I found the atmosphere so absorbing, the mystery so engaging, and the characters so full of personality that I was cool with just sitting back and being told a story, occasionally deciding which line of questioning to pursue or where to travel. In The Missing Heir, it's 7 hours before the game asks you to input case-breaking words to progress the story: the only real moment of agency in an otherwise almost entirely passive game. It feels more like reading a book than playing a game, and while I found the mystery compelling enough not to care, some of you might yearn for a little more involvement in what's going on. They're pretty long too-9 hours for The Missing Heir, 7 for The Girl Who Stands Behind-but paced well so that they never outstay their welcome.īut be warned: Famicom Detective Club is a visual novel with an emphasis on novel. An atmospheric score, full voice acting (in Japanese only), and an in-game notebook used to keep track of the many suspects and victims involved in each crime round off the package nicely. Lavish hand-painted backgrounds, smooth animation, and big, bold character art bring the story to life in a visually exciting way, and the crisp UI makes reading the game's abundance of text a delight. The production values are off the scale, with lush, expressive art that really sings on the Switch OLED. The first thing you'll notice about these remakes is how ridiculously pretty they are. There's a fair amount of weirdness in Famicom Detective Club, and some offbeat, quirky humour, but it's largely a pretty sober, grounded affair, with our adolescent detective interrogating suspects, following leads, piecing alibis together, and searching for clues. The result is a pair of brilliantly constructed, devilishly intriguing, and mind-bending mysteries with a touch of horror that occasionally veers on the supernatural-but never enough to detract from the otherwise understated realism of the stories. When he wrote Famicom Detective Club, Sakamoto was inspired by Yokomizo's novels, Dario Argento movies, and The Portopia Serial Murder Case, an interactive murder mystery developed by Enix in 1983.
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