When Liar Game was first brought to my attention, it was under the auspice of 'Like Death Note, but with Con Men.' This was a surprising approach, to me, because I may have intimated to a few people in my circle of friends, readers of several blogs, wiki viewers, and anyone who walked past while I bellowed it from the rooftops that I think Death Note was a very bad series. I tried it nonetheless, and was pleased and am pleased to report that Liar Game differs from Death Note, but actually good. What Spice And Wolf did for economics, Liar Game does for game theory. It's a very information-dense series, currently incomplete, and goes through a large number of game theory problems. If you're prone to analysing your environment and daily dealings with people, it might just be a bit too Paranoia Fuel for you. Because the story works by building tension and resolving it, rather than by a never-ending series of one-upped gambits, there's no need to keep track of an ever-expanding ring of second-guesses. Bonus? This means that even if the ending does turn out to be an unimpressive bust, it doesn't diminish the cleverness leading up to it. There aren't any rabbit-out-of-a-hat moments in the games; the rules are explicitly stated up front. So, if you read Death Note, and figured that all it needed to be a good, enjoyable series was the addition of likeable characters, sensible constraints, an interesting moral compass, plot and a transvestite, then Liar Game is for you.
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