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Sherlock Holmes, Volume IIBy: The J Man
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Sherlock Holmes: Volume Two, or more properly, the "pompous British detective simulator", offers three more cases for you to solve, which are claimed to be "officially licensed" by the estate of Arthur Conan Doyle. This sounds like it could be a great game, especially since it allows you to match wits with one of the greatest fictitious detectives of all time, and carries the stamp of approval from his creator('s family). Unfortunately, the same issues from the first game still exist, and essentially this is the same game with new mysteries. Believe me when I say that's a problem. The gameplay is pretty simple, and works like a point-and-click computer adventure - fitting, since this is a PC port. When you select one of the three cases to start, you're given some very vague information about a murder (all three are homicide cases) in an introductory video. You're then sent off to go to work. You have the London directory at your service, so you can find a name in it and pay them a visit, or send your young spies after them to do some recon. You have access to back-issues of the London Times for your perusal, some of which factor into the story at hand (more on that later). Finally, you have your notepad full of useful contact names, such as an inspector at Scotland Yard, a chemical expert, a political expert, etc. Your goal is to solve the case in the least number of interviews as possible, after which you will see Holmes' score and his explanation of the solution. So far, this is sounding good, right? Here's where it derails. You never actually do any detective work at all. Anytime you select a location to visit, you're presented with a grainy video of the results of your find, most commonly in the form of Watson conducting an interview. You don't get to select the questions during this interview either, nor the main purpose of questioning these people in the first place. You're simply shown a clip with the direction of the questions, and the information you're given, predetermined. Winning the game is completely dependent on talking to the right people and making huge deductive leaps on the side. Then there are a number of glaring gameplay flaws that add up to make one huge mess.
This means that there is a definite way ICOM meant for you to play the game, and yet they don't provide restrictions on that - helpful or otherwise. Why not simply make that information unavailable until the player has retrieved the prerequisite info first? I can appreciate that they're trying to give you freedom to conduct the investigation as you wish, but you can tell there is a definite linear sequence of events here that is expected to take place. Yet the game also freely allows you to jump around within that sequence. The result is that the whole thing doesn't make sense. It's nice that they're making an effort not to spoon-feed you the plot, and want to put emphasis on making connections yourself. However, the game needs to either have a free investigation, or enforce a more linear sequence. As this game shows, it just doesn't work if you try to have both. When you think you've figured it all out, you take the case to trial where the judge will ask you multiple choice questions about the murder. This is always interesting, as none of the clips you will see through the whole game will ever clearly explain any part of the plot. It is nice that the game actually forces you to make Holmes-like deductions instead of being a pure "find-the-evidence" romp, but it also means that the judge will ask you questions about aspects of the case that you probably have never thought of or heard about. If you give the incorrect answer, the judge tells you flatly that no, that's wrong. It's not something in-character like "well Holmes, the evidence doesn't support that", it's "no, that's wrong." If you select the right answer, the judge praises you and explains that part of the plot for you. Hey judge, one question: who's the fucking detective here? If you already know everything, what the hell am I here for? Go arrest somebody, ASS! The intent of the game appears to be to stumble through your first few attempts at solving a mystery, then to go back and trim the fat of your investigation until you get a nice, lean, concise path that matches Holmes' score. Maybe this will be attractive to some people. To me, the mystery is lost by then, and the game definitely does not give you enough clues to come close to Holmes' score your first time through, unless you're an absolute genius. But hell, even Holmes is just reading the solution from his future-edition of the Times. It just comes off as bad game-making, as your first time through a mystery should be your most enjoyable, since it's all fresh. This game treats it like a practice run.
Go watch a good episode of Law and Order and try and guess who the criminal is. Notice how you're encouraged to draw your own conclusions, but you're not actually controlling the investigation. The show herds you in the right direction by showing you only what it wants to, and what it decides is relevant to the case. Now halfway through it, turn off the TV, go eat a sandwich, and come back. Try and figure out what the hell is going on, and what happened while you were away. By the end of the show you'll have a good idea of what this game is like, and you'll walk away feeling better than you would have if you had tried to play it. -reviewed 1/14/03 - game copyright 1993 ICOM
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