Back in 1999, game developer Goichi Suda,
better known as Suda51, directed and released a visual novel called The Silver
Case, the first title released under his studio, Grasshopper Manufacture, for the
original PlayStation. However, it remained a Japanese exclusive for the longest
time. The first attempt to bring it to the west was a planned remake for the
Nintendo DS that never materialized, as Suda51 was unsatisfied with the
product, claiming that it would require a lot of changes to fit the dual-screen
environment of the handheld. Years later, a proper remaster of the game was
released for the PC in 2016, also the first time the game saw the light of day
in the west. 2017 also saw a worldwide release of a PS4 port of the game, the
subject of this review. Since Suda51 is a favorite on this blog, we
wholeheartedly dove in to take a look at one of his first games. Compared to
his later output, it’s rather interesting and unique to say the least.
In 1999, a series of mysterious murders
is committed within what’s known as the 24 Wards. This prompts the 24
Wards Heinous Crimes Unit to investigate, concluding that the murders were
committed by Kamui Uehara, a man who had previously killed a number of government
officials in the now-famous “Silver Case” 20 years prior. However, Kamui was
held in a mental hospital and deemed unfit to commit crime again, leading the HCU
to wonder how he could still be around. The player character, a member of the
Special Forces known as “Republic”, has been recruited to help investigate the
Kamui case.
The story of The Silver Case is told
from two perspectives. The first scenario, Transmitter, is told from the
perspective of a detective, the nameless protagonist recruited by the Heinous Crimes
Unit, trying to track down Kamui. The other scenario, Placebo, is told from the
perspective of a freelance journalist, Tokio Morishima, investigating the Kamui
case. Due to the presentation of the story in the main menu, which resembles a
sort of record player, Transmitter can be viewed as the A-side and Placebo the
B-side.
The Silver Case is split into two sides, like a record. |
As for the execution of this presentation,
it’s overall very solid. The premise of tracking down a serial killer presumed inactive
is intriguing on its own, but it gradually unfolds into a rather elaborate, but
engaging, conspiracy involving government politics surrounding the 24 Wards, as
well as the true nature of Kamui Uehara and how he relates to it all. I won’t say
too much to avoid spoilers, but I will say that’s it’s rather essential to play
both Transmitter and Placebo, preferably trading off between them to make full
sense of the story; I say this because I played Transmitter and then Placebo
and found myself lost a little on some of the details until I finished both. Even
though Placebo starts out as more or less Transmitter from a different
perspective, the story does pick up sooner rather than later and has its own
unique twists and turns.
Though the plot of The Silver Case is a
bit odd and has some bizarre twists, which may be more acceptable if you’re a
Suda51 fan, what makes it engaging is its themes. There are some elements of
postmodernism present, mainly through the game acknowledging itself in odd ways,
most notably how it handles the concept of a silent protagonist in a game. In
the case of this game, the player character is implied to be literally mute,
which elicits some interesting reactions from the other characters; by
contrast, Tokio is very talkative throughout Placebo.
The nameless main protagonist of The Silver Case, whom the player can name (Protip: His "default" name is Akira). |
One major theme of The Silver Case, which
also loosely ties a few other Suda51 games together, is the theme of “Kill the
Past”. A “Kill the Past” game generally involves the protagonist having to either
directly confront past events they are at odds with or destroy some relic of
their past which burdens them in some way in order to move forward with their
lives. This idea of destroying a relic of the past is played out rather well in
The Silver Case and manifests itself in an interesting way, though the payoff
is better if Transmitter and Placebo are played in the right order.
What’s notable about The Silver Case is
its gameplay, or the lack of. Since it’s a visual novel, most of the time the
player is reading through text and dialogue to advance the story to its, in
this case, pre-determined conclusion. It’s kind of annoying that you can’t
adjust dialogue speed or skip through it, however there are certain times when dialogue
speed is used for dramatic effect or to recreate use of an online chat room, so
it also kind of makes sense.
When not reading text, the player has
the opportunity to explore a three-dimensional world in first-person view and
interact with objects. Movement in this part of the game is restricted to a
grid-like system where the player can only walk between specific points on the
map, which operates not unlike “tank controls”, but the player can also look up
and down; turning resets the view. However, there are numerous points of
interactivity depending on the part of the story and there is some occasional puzzle
solving. I will admit, however, that sometimes it’s not completely obvious
where the player is meant to go next to advance the story, but fortunately the
limited map points make it pretty easy to figure out with trial and error.
A section of actual player interactivity in The Silver Case. |
During the actual gameplay segments, the
player uses a command ring with four options: M (Move), C (Control), I (Implement)
and S (Save). Players normally have to scroll through the command ring and
select the command they wish to use, though the options are also accessible
through shortcuts. Move and Save are the most likely to see use, while Control,
basically interacting with an object, can only be used on map points marked by a
sun and Implement, in which you use an inventory item, is pretty rarely used.
The controls do take some getting used to, but it’s pretty easy once you
adjust.
While gameplay is present somewhat often
in the Transmitter part of the game, the Placebo portion is a lot more text-oriented.
As such, there’s a bare minimum of actual interactive moments, restricted
entirely to four objects in Tokio’s apartment: his computer, phone, apartment
window and pet turtle, Red. Due to this more limited presentation, Placebo is
more boring to sit through, especially if you play like I did and tried to go
through it all in one sitting (this is partly why I discourage the playstyle).
The visual presentation of The Silver
Case is rather unique mainly due to the Film Window engine. Film Window was
created to take advantage of Grasshopper’s limited resources available at the
time, but the way they did so gives it an experimental flavor and helps it
stand out even from other visual novels. The way Film Window works is that the
game places windows on top of a larger backdrop relevant to each case. In these
windows, the player can see 3D backgrounds, 2D artwork (both character profiles
and whole shots), dialogue text and both live-action and animated footage. The seemingly
random, but ultimately deliberate, placement of each window helps to highlight
the emotion of each scene and can easily ramp up the tension at the right moments.
The use of numerous mediums is also executed pretty well and can at times
create an appropriate sense of unease.
Film Window in action. |
Each chapter also feels unique, since
they all have unique backdrops and general color schemes which suit each case.
For instance, case#3: Parade is presented entirely in black and white and has a
dedicated intro animation. case#4: Kamuidrome has a generally green color
scheme to match its relation to the internet, also reflected in how the
backdrop generates random words in a special typeface, however I did find that
this chapter in particular saw some framerate drops due to the number of visual
effects in the backdrop.
The visual style of case#4: Kamuidrome (compare with case#0: Lunatics, above). |
Transmitter and Placebo also have
general style differences within the 2D artwork each side uses. Specifically, Transmitter
uses a generally more realistic style while Placebo uses a rougher, sketchier
style. Not only does this difference help each side feel different from each
other, it can also create two different appearances for characters who appear
in both sides, most noticeably with Tokio Morishima and Tetsugoro Kusabi from
the Heinous Crimes Unit. It’s not too jarring, but it can create a different
impression of certain characters as a result.
I’ll also mention here that while the
game will use the visuals of the remake by default, it’s possible to alter the
settings to instead display the visuals of the original PlayStation release
instead.
The soundtrack for The Silver Case,
arranged by Akira Yamaoka for the remake, is also pretty good and helps to
give the game its own identity. Each track contributes well to the atmosphere,
including the unique track for each case, and the prevalence of certain cues helps to highlight certain scenes and make the score more memorable.
Before I end this review, I’d also like to
mention that as of 2017, the remake of The Silver Case also includes two
additional chapters meant to more directly bridge the game to two sequels
(these are included in the PS4 version by default). case#25: White Out leads
more directly into The 25th Ward: The Silver Case and report*6: YAMI leads more
directly into Flower, Sun, and Rain; the former game did not receive a proper
re-release until 2018, until which it was considered a “ghost game” by Suda51,
and the latter had received only a DS version in the west. These new chapters
are pretty short, you can complete them both in less than 10 minutes combined,
but they do a good job of making the player want to see what happens next.
case#25: White Out also adopts a similar visual style to The 25th Ward. |
The Silver Case is a very interesting
game. Its premise goes into sometimes bizarre territory, along with some
philosophizing, and has a unique presentation. The actual gameplay is a bit
bare, especially in the Placebo portion, but does present a method of
interactivity unseen in a good number of visual novels. Considering this is
Suda51’s first game under Grasshopper Manufacture, it’s pretty solid overall,
but also feels more barebones compared to his later work. What really keeps the
player invested, however, is the unique feel the Film Window engine provides as
well as how more about each character is revealed through the different cases.
I’d recommend this mainly to Suda51 fans who want to see where a lot of traits
found in his later output originate, and who want to add one more of his games
to their library, or for people who are looking for an interesting visual novel
to play. It’s rough around the edges, as plenty of older games are, but worth playing
once.
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