Over the holidays we’re reposting some select features from the past 12 months. A mix of talking points, interviews, opinions and more from NL staff and contributors, you’ll find our usual mix of thoughtfulness, expertise, frivolity, retro nostalgia and – of course – enthusiasm for all things Nintendo. Happy Holidays!
One of the biggest surprises and highlights during the September 13th Nintendo Direct was the reveal of Master Detective Archives: RAIN CODE, a brand new mystery game from Kazutaka Kodaka, creator of the Danganronpa series.
Set in a rainy city full of bright lights and embracing a darker fantasy style compared to the pink blood-splattered school corridors of Kodaka’s previous series, RAIN CODE marks Kodak’s first foray into full 3D and reunites him with Spike Chunsoft and many of the teams behind beloved, high-end mystery games.
After founding Too Kyo Games in 2017, Kodaka helped produce, publish and assist with other games — such as FMV titles Death Come True and World’s End Club — so RAIN CODE marks his return as head script writer.
We had the chance to speak with Kodaka-san and Spike Chunsoft about this upcoming mystery game, ask him about his influences and how his past work has inspired him.
Nintendo Life: Master Detective Archives: RAIN CODE is described as a “lucid noir adventure”. Can you tell us a bit about what it means and how it differs from your previous games?
Alex Flagg, Localization Producer: Specifically, the “lucid-noir” part is a pun on the idea that it’s a noir-type detective story, as well as having elements of a main character who has amnesia and thus isn’t fully lucid. And there is another meaning of the word that refers to the light and lights of the city. Neon in particular is also a big element used in building the game’s world and the game’s atmosphere. So “lucid-noir” is a bit of a combination of those ideas that we thought sounded kind of cool.
Kazutaka Kodaka, screenwriter: What’s different about RAIN CODE is that my previous work had 2D graphics, but this time it’s 3D. With this version, we hope to reach a wider audience, so that more people can play this game.
The game stars a sort of police buddy team in Yuma and Shinigami who come in pairs, whereas in most Danganronpa games you have a larger cast. Did you face any challenges focusing on a couple of characters?
Mud: They are a couple, but there are other detectives who will appear with special abilities. There’s a lot of interaction with other characters, so it’s not a big difference from the previous games.
I feel really lucky that everyone finds [Danganronpa] interesting… it allows me to work on a bigger project like RAIN CODE.
So are there times where you might have to work or pair up with one of the other detectives?
Mud: Yes, Yuma and the other detectives work together, and they also have conflicts with the other detectives, which you will be able to see in the game.
With Master Labyrinths, they seem like a very flashy way to solve the mysteries within RAIN CODE, but there are some similarities to the Rebuttal Showdown minigame from Danganronpa. How did you change the interactive mystery solving in this game?
Mud: It’s really hard to explain in words. *laughter*
Then something we have to experience for ourselves!
Mud: With Danganronpa, decisions are always made in class trials. In Istery Labyrinths, these are places where you solve mysteries, and as you get closer to the truth, the scenery and environment will change, and that’s something we wanted to show.
In Istery Labyrinth, there are no general rules, so there are many things that can happen, like when you solve a mystery, the whole thing can change so you can see different environments.
As if it is Alice in Wonderlandand there’s a mix of ‘me’ and Alice in Wonderland that you can expect in this game.
I actually wanted to ask about that! I read interviews where you said you were inspired by the work of Tim Burton. Was his version of Alice in Wonderland one of those inspirations, or were there other aspects of Burton’s work that influenced RAIN CODE?
Mud: There is Gotham city, as well as the aesthetics that inspire me.
A slightly broader question for you: What do you think it is that keeps you coming back to the murder mystery genre, and how do you come up with the ideas to change the formula each time?
I thought a picture of wet raincoats would be really cool
Mud: A murder mystery is quite popular in Japan! I think detective crime is interesting and has an interesting culture. I want to show the world different aspects using this type of game.
Going back to the Alice in Wonderland/Tim Burton inspiration, RAIN CODE (compared to Danganronpa and World’s End Club) feels more like a dark, urban fantasy. Does this change of genre give you a lot more freedom or is it more difficult for you?
Mud: It gives me more freedom, but fantasy elements like a Shinigami that can use special abilities that other characters helped write the script for.
So do these special abilities come into play during investigations or are they only available in Isterious Labyrinths?
Mud: Shinigami, the one you saw in the trailer, in the world their abilities are not known to other people, so no one believes in her ability. In the world of RAIN CODE, top detectives have the ability as you mentioned, and it’s a known thing.
Yuma, the main character, has no ability, but by teaming up with Shinigami, he becomes a trainee detective. During the investigation, Yuma and other top detectives with abilities, using their abilities, will try to solve a murder or mystery together. Detective abilities specialize in investigating incidents.
Focusing on Yuma, who is a trainee detective, he is at the beginning of his story or career in RAIN CODE. What do you think draws you to these characters who, on the surface, seem very normal or an underdog who eventually rises up?
Mud: I want to create a protagonist that is as simple as possible so that players can also empathize with that character. Yuma has memory loss, so that’s another way players can empathize (because they learn the events of the game and the characters at the same time he does).
It’s similar to some other characters (Makoto Naegi, from Danganronpa Trigger Happy Havoc for example), so I think people will also relate to Yuma.
Mud: I agree!
Touching on Danganronpa, RAIN CODE reunites you with some of the developers (artists, composers, writers) from the Danganronpa series. What was it like working with them again and did you change your approach to RAIN CODE?
It’s like Alice in Wonderland, and there’s a mix of ‘me’ and Alice in Wonderland that you can expect in this game.
Mud: This project started when I was still at Spike Chunsoft about five years ago. Spike Chunsoft helped develop RAIN CODE, and while I was working on Danganronpa I wasn’t using 3D, while Spike Chunsoft’s development team was working on tangentially related titles and they were overseeing the 3D. This time I was able to work with this team and so we were able to incorporate the 3D part. It’s a great time.
It’s real! It’s nice to see you all together again. In working with the team, have you encountered any challenges working with 3D? You had 3D backgrounds in Dangranronpa, 3D character models in World’s End Club and FMV for Death Comes True, what different challenges did you experience in full 3D?
Mud: This time I didn’t place the city in an existing country. We had to create a new city from scratch, so that was an experience for me! But I found it very interesting.
Why did you want to write a game in a city or new place that doesn’t exist?
Mud: To begin with, I wanted to create a concept with the characters as detectives. And when I thought of detectives, I couldn’t think of a single place that was bright or shiny! I thought of a city like London being cloudy and all. I thought this would go over better with the detectives.
I mentioned London, but I’ve only been there once *laughs* I know Japan very well! But that’s why I wanted to create a city that is new but still has different elements from different countries.
Then I thought of a town where people wear raincoats — not code, coats *laughs* — and I thought the image of wet raincoats would be really cool for a detective game. That’s how we first came up with a visual idea for the entire ambiance of the city. So there’s a bit of Asia, a bit of Japanese influence in the city. There are also red bricks, which probably reminds you of London.
Definitely! And the rain too. It rains a lot in England.
Mud: *laughter*
Between Danganronpa and RAIN CODE, you worked on Death Comes True and World’s End Club, which are very different from Danganronpa. Did any of those experiences help in the development of RAIN CODE or did you get some ideas or inspiration from them?
But even if it’s a minor character, I think “oh, what if this is a main character? Can I write a story for them?”
Mud: I didn’t directly script or direct those titles, so this is really the first game since Danganronpa where I’m scripting and directing. So it’s been a while since I wrote all these words.
I’ve been posting a lot of video games since Danganronpa. It’s been five years, so I had a lot of emotions to put into the project.
I can imagine! Why do you think Danganronpa resonated with so many people, not just in Japan, but around the world, and what do you hope people get from RAIN CODE?
Mud: When I was working on Dangnaronpa, there were no plans to release the game overseas, so I’m really happy. I don’t really know why it was well received or why everyone likes it! But I feel really lucky that everyone is interested and it’s validating that it allows me to work on a bigger project like RAIN CODE. I feel happy about that.
I’m glad that everyone around the world can play this game, but I’m not necessarily targeting an overseas audience. I really value user experience, being a gamer that’s what I value the most.
That’s a really nice way to put it. There are some really great characters and unusual talents in Danganronpa. Do you have a favorite type of character you like to write about?
Mud: It changes depending on where I am or what point I’m at while writing. But even if it’s a minor character, I think “oh, what if this is a main character? Can I write a story for them?” That’s something I think about when I’m writing the plot.
When I’m working on a character profile, I think that each character has a main story and is the main character. I write every character like that.
I think that’s why people really connect with them and enjoy the characters because they just stick out like that. That’s a really fantastic way to put it. Finally, have you ever thought about writing something that doesn’t involve murder or crime, or have an ideal story you’d like to write?
Mud: Oh yeah, everyone accidentally dies in my stories… *laughs*
This interview has been slightly edited for clarity.
We want to express our gratitude to Kodaka-san and Spike Chunsoft for taking the time to talk to us. The Master Detective Archive: RAIN CODE is coming to Switch in Spring 2023.