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Publisher Shueisha Games and developer Acrobatic Chirimenjako launched their enigmatic visual novel Schrödinger’s Call on May 28 for Steam and Nintendo Switch. To celebrate the release, a special joint interview was conducted featuring the creators of Schrödinger’s Call alongside Keika Hanada, the renowned author of The House in Fata Morgana.

The developers behind Schrödinger’s Call are ardent fans of The House in Fata Morgana, and given that both titles are dystopian mystery-driven visual novels, there are numerous thematic elements that connect the two works. The discussion delves into how the creators first encountered The House in Fata Morgana and how its classic approach to mystery storytelling shaped the presentation in Schrödinger’s Call.

Achabox, the game’s director and art lead, reveals that during the early stages of Schrödinger’s Call’s creation, the team faced challenges in crafting a “life-altering” narrative and establishing its world. It was then that assistant producer Fukuda, a devoted fan of The House in Fata Morgana, introduced the NOVECT title to the team as a potential source of inspiration.

“I was rather uninformed about The House in Fata Morgana prior to that moment, so when I finally played it, I was struck by its brilliance,” says ame, Schrödinger’s Call’s engineer and sub-scenario writer. “Reflecting on it now, I believe the influence of The House in Fata Morgana on Schrödinger’s Call is evident in how the game clearly directs the player’s focus. The House in Fata Morgana is rich with foreshadowing, concealed details, and unexpected twists, yet it never leaves the player feeling adrift. That’s what makes it truly exceptional.”

As ame elaborates, throughout the initial half of The House in Fata Morgana, players are kept in the dark about the mansion’s secrets or the protagonist’s background, but this doesn’t detract from the story’s appeal. Gradually, the narrative shifts, and small scenes woven into the main plot subtly guide the player toward the truth. In essence, despite its myriad puzzles and mysteries, the game never makes the player feel lost. “Anyone who has ever designed a game understands what I mean, but typically, achieving this balance is nearly impossible (laughs). If you overwhelm players with too many riddles, the result becomes incomprehensible.”

Schrödinger's Call

He continues, “I believe I incorporated many lessons from The House in Fata Morgana into the scenario of Schrödinger’s Call, where a complex situation is gradually unveiled. I was so engrossed in my work that it’s only now I realize how much it was influenced by that game.”

“The House in Fata Morgana is an extraordinary game that delivers both profound despair and unexpected kindness. In a positive sense, the game repeatedly defied my expectations (laughs). It was so emotionally taxing that there were moments I considered giving up, but I couldn’t resist its world, and found myself wishing happiness for its characters. It’s a masterpiece that demonstrates how the beautiful and the ugly aspects of humanity can coexist, leaving you, by the end, wanting to find something to forgive in every character, thinking, ‘They did wrong, but they had their reasons.’ I truly hope everyone experiences the pain of The House in Fata Morgana and the love hidden within it,” Achabox adds.

Schrödinger’s Call is now available for PC (Steam) and Nintendo Switch. The House in Fata Morgana can be found on PC (Steam), Nintendo Switch, and PS4.

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By Sasuke

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