
And the grandchildren, on the other hand, in a harmonious atmosphere, did not care about a rivalry that grew among their parents. In his own study, Kinzo ignored his vulture-like children and focused on his mysterious black magic behind closed doors. On October 4, 1986, the eldest son, Zousu, taking the place of the ailing family head, Kinzo, presided over the meeting, in which everyone was discussing the division of assets. The story takes place at Rokkenjima, a private island where the wealthy Ushiromiya family has gathered to attend the family meeting every year on the first weekend of October. The game has typical closed circle mysteries such as the island in the storm and the big mansion. Umineko When They Cry is a Japanese dōjin soft visual novel series. Umineko When They Cry & Return to the Shironagasu Island In mystery visual novel games, players often play the role of the detective, who has to figure out the criminal from this pool of suspects with fewer and fewer survivors. In the situation where no one can leave, there is succession of deaths, and it is known that the criminal is one of the people present at or near the scene. The closed circle mystery usually refers to a situation in which for a given crime (usually a murder), and there is a quickly established, limited number of suspects, all gathered in a relatively closed environment due to natural or man-made factors, and are temporarily unable to contact the outside world.

The setting of this detective story has been created again and become carried forward in Japan, and now the idea of closed circle is seen across in many Japanese indie adventure games. Since the story of And Then There Were None is set on an isolated island, this model is also known as the closed circle of suspects. The most common setting for Japanese indie mystery visual novel is the closed circle (クローズド・サークル) or Locked-room mysteries which first appeared in Agatha Christie's novel And Then There Were None. Therefore, this article will summarize one of the common methods in Japanese visual novel games to create the ambiance, and analyze how such games use locked-room elements to make players immerse in the story plot and successfully creates more players' involvement. In order to provide an immersive game experience, Japanese visual novels pay more attention to the creation of the atmosphere and circumstance ambiance, to enhance the player's sense of engagement. The key element to mystery games is the involvement of players in-game experience, and simple visual novels may make it difficult for players to immerse in the game because of the lack of interactive means.

The essence of Japanese mystery visual novels is to emphasize the circumstance ambiance, story plot, and revealing human truths. From Doujin groups to large-scale game companies, for works like Banshee's Last Cry, Umineko When They Cry, The House in Fata Morgana, Japanese mystery visual novel games have attracted gamers from all over the world with their unique charm. There already are large numbers of high-level works, although they are still fairly uncommon. Japanese mystery visual novel games are usually with lots of regional cultural characteristics.
