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Retro Game Database · PSP

Enkaku Sōsa: Shinjitsu e no 23 Hiai

Retro Game Database · PSP

Enkaku Sōsa: Shinjitsu e no 23 Hiai

Being trapped in detention while the murder investigation moves on without you gives Enkaku Sōsa: Shinjitsu e no 23 Hiai a tense, unusually personal hook. Saito has only 23 in-game days to clear himself after a blackout leaves him unable to fully remember the night in question, and each bad answer or misplaced lead makes the pressure feel more immediate.

This is a patient PSP mystery for gamers who enjoy reading closely, weighing evidence, and living with narrow choices. Its long conversations and picky clue selection can grate, but the remote-investigation setup gives its familiar evidence battles a strong identity.

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Retro Replay Review

Gameplay

The first hour puts you in an uncomfortable position that most detective games avoid: you are the prime suspect, stuck in detention, and dependent on someone else to do the legwork. Saito must answer interrogation questions and present information that weakens the case against him, while Noriko Shinjō, his ex-girlfriend and a newly qualified lawyer, visits locations and reports back. That separation is more than a story wrinkle. It makes every piece of information feel like something you have to request, understand, and deploy at the right moment.

If you have played Phoenix Wright: Ace Attorney, you will recognize the satisfaction of selecting evidence to counter an accusation. Enkaku Sōsa shifts that rhythm away from the courtroom. You are building your defense from a cell through Noriko’s interviews, searches, and observations, then trying to find the exact fact that will puncture a police question. It is a smart variation because the stakes stay close to Saito rather than turning each contradiction into pure theatrical triumph.

The 23-day clock gives the investigation welcome structure. Locations operate on schedules, so deciding where Noriko should go carries a practical cost, and there is little room for aimless poking around. When the clues begin connecting, managing time and information feels genuinely rewarding. Frustration sets in when the game wants one very specific clue or answer and your reasonable alternative is rejected, especially after another extended dialogue scene. You need patience, a willingness to read carefully, and a tolerance for trial-and-error logic.

Graphics

The active scenes use restrained anime-style portraits with flat shading, and they are clear on the PSP screen. Detective Miura’s interrogation close-up, with his dark jacket and blue tie against a gray backdrop, keeps the focus on his questioning expression and gestures. At the bar, the gray-haired bartender stands behind a polished dark-wood counter amid bottles, warm yellow ceiling lights, and deep brown walls. Those warmer colors make that location more inviting than the stark detention scenes, even if most backgrounds feel like staged backdrops rather than lived-in spaces.

Story

The mystery starts with a strong kind of vulnerability. Saito denies the murder, but a night of drinking has left a hole in his memory, so clearing his name is not simply a matter of proving the police wrong. You are also piecing together what he himself cannot confidently tell you. That uncertainty keeps the central case compelling even when the investigation pauses for a lot of explanation.

Noriko is the story’s best structural choice. Her history with Saito gives their professional cooperation some natural tension, while her role as the person who can physically pursue leads prevents the detention setting from becoming static. The game does not turn you into a courtroom star. It asks you to work through a fragile partnership where one person is confined and the other has to translate your requests into real investigative progress.

Dialogue terms can be examined for additional context, which helps when the case starts accumulating names, details, and lines of suspicion. That also means the story asks for your attention more than your instinct. If you enjoy slowly untangling a mystery through conversation and revisiting what a phrase actually means, the case has room to breathe. If you want rapid twists and constant action, the dense text will feel like a barrier. For background on its original setup, the original Enkaku Sosa launch preview is a useful companion.

Overall Experience

Enkaku Sōsa: Shinjitsu e no 23 Hiai earns its tension through limitation. The countdown is not a real-time wait, but a finite investigation calendar that makes each choice matter. Being unable to leave detention could have made the game feel passive; instead, it creates a distinct detective-game pressure, where every call for evidence and every response to the police has consequences.

It is not consistently smooth. Long dialogue can slow the momentum to a crawl, and the exact-answer demands sometimes make you feel like you understand the case but cannot phrase that understanding in the one way the game accepts. Those rough patches are especially noticeable because the basic premise makes you want to push forward quickly.

Still, the payoff is worthwhile for a gamer who likes deliberate mystery adventures and evidence-based arguments. This is a more constrained, introspective cousin to courtroom deduction games, with a solid central reason to keep chasing the next lead: your character’s freedom depends on it. Give it a chance if careful reading and time-conscious investigation sound satisfying, not like homework.

Retro Replay Score

7.4/10

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Retro Replay Score

7.4

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