You don’t have to look very hard to see what Frogwares were trying to do with Sherlock Holmes: Crimes and Punishments. Between opening credits and a feature called “Sherlock vision” that draw heavily from the show’s current BBC run, and a slightly insane titular character that is, at the very least, inspired by Robert Downey Jr.’s cinematic take on Sherlock, it seems pretty apparent that the developer wanted a game that existed, roughly, in the same space as the modern TV and movie versions of the character.
The problem with that approach should be obvious just from reading it. Even making allowances for the source material’s greatness, the big- and small-screen versions of Sherlock Holmes benefit enormously from being portrayed by gifted, charismatic actors. It doesn’t matter how advanced next-gen systems are, they’re not able to create characters who can compete with Downey Jr. or Benedict Cumberbatch. Unsurprisingly, the comparison doesn’t serve the game very well.
Not that the existing style was — or, indeed, is — anything to write home about. Sherlock Holmes: Crimes and Punishments isn’t exactly ugly, and I don’t want to say that the graphics are terrible or anything…but at the same time, this is a game that is stuck very firmly in the middle of the uncanny valley. It’s as if the designers decided that Creepy Watson wasn’t enough, and they had to go all out in making everyone in the game have horrible undead eyes. This is a problem since, as this a game that’s all about detection, you spend a significant chunk of time interacting with people and staring into their eerie, lifeless faces.
Oh, and I say “in theory” about the deductions because that’s another of the game’s issues. I mean, I don’t know about you, but when I think “Sherlock Holmes”, I think of Holmes and Watson slowly, methodically solving crimes through reason. The answers may not be obvious, but at the same time, when Holmes reveals that someone is the who in whodunnit, you know he’s caught the right person. Crimes and Punishments takes a more…idiosyncratic approach. You still investigate and you still make deducations, but the game allows you to deduce things and draw conclusions that are completely wrong. Not only that, you get to decide whether to punish the wrongdoers (who may or may not have actually done anything wrong), or let them go free. I get that the game wants to give players more agency and to not have each case have only one solution, but at the same time, this is Sherlock Holmes. Giving each case one solution is kind of the point, I’d have thought.
I can see where that might bother some people. In essence, the game is asking you to determine its worth based entirely on how compelling you find the stories; seeing as there are undoubtedly people out there who don’t like the original Sherlock stories — philistines, I say! — which were written by as talented a writer as Sir Arthur Conan Doyle, I have no doubt that the tales of Crimes and Punishments will have even more naysayers. Nonetheless, for those who do like a good mystery, you probably owe it to yourselves to at least give this a look, and see how much it catches your mystery-craving fancy.
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