Sherlock Holmes: The Devilโ€™s Daughter review for Xbox One, PS4, PC

Platform: Xbox One
Also On: PS4, PC
Publisher: Bigben Interactive
Developer: Frogwares
Medium: Digital/Disc
Players: 1
Online: No
ESRB: T

Try as I might, I just canโ€™t get into Sherlock Holmes: The Devilโ€™s Daughter. And itโ€™s not just because, going against everything in the characterโ€™s long, rich history, said daughter belongs to the titular detective.

Admittedly, that doesnโ€™t help matters much. In fact, itโ€™s kind of emblematic of one of my key gripes with the game: it feels like they just slapped a bunch of stuff together and threw Sherlockโ€™s name on it, hoping that would be enough to make it all worthwhile. Sadly, itโ€™s not, for two very big reasons.

First and foremost, โ€œslapping a bunch of stuff togetherโ€ is a good description of The Devilโ€™s Daughterโ€™s gameplay. One moment youโ€™re examining objects looking for clues, the next youโ€™re running through the woods, timing your dashes so that you donโ€™t get shot, and another youโ€™re cracking safes or picking locks. The net effect of all the different tasks is that The Devilโ€™s Daughter feels less like an adventure game (to say nothing of a mystery novel), and more like a collection of minigames. While thereโ€™s certainly the odd skill that carries over throughout the game, for the most part it feels like a bunch of discrete tasks carried out in locations that have no connection to each other โ€” their proximity on the gameโ€™s map notwithstanding.

Which speaks to another issue: while there may be a map, itโ€™s not all that useful. You fast-travel everywhere, meaning you donโ€™t get to develop much of a connection to Holmesโ€™ London. Not only that, the load times here tend to be pretty long, which means that you spend much of the game waiting around to get to the next location: you go to location A to do one thing, then you wait for the next sequence to load; you go to location B to do another thing, then you wait again for the next sequence to load; and so on in location C, and D, and E. Add all these things together, and you can see why everything feels a little disjointed.

Of course, this disjointed feeling hints at the gameโ€™s larger problem, which is that the storyโ€™s not all that compelling. Some of this can be traced to the lack of respect for the source material. I mean, I donโ€™t have any inherent issues with the Death of the Author thesis, but throwing a kid into a Sherlock Holmes story just feels like itโ€™s contrary to the characterโ€™s essence. Even more than that, though, the mysteries youโ€™re tasked with solving seem to hang together by the loosest of threads, and none of them are likely to make you forget The Hound of the Baskervilles or The Red-Headed League. Much of the times the answers seem obvious, and youโ€™ll often feel as if the game is trying to draw from modern action and adventure games, rather than trying to convey a compelling mystery.

Also, apropos of nothing else: Sherlock here looks so much like Jon Hamm, it feels like developers Frogwares should be paying the actor royalties for his likeness.

In a way, that bit of weirdness actually speaks to Sherlock Holmes: The Devilโ€™s Daughterโ€™s overarching issue: there are too many things here that break the sense of immersion. Whether itโ€™s over-long load times, skills you have to learn once and then never use again, an empty map, or a main character who seriously looks like he should be on the set of Mad Men, The Devilโ€™s Daughter feels like it never misses an opportunity to take you out of the game. Maybe if it werenโ€™t supposed to be a Sherlock Holmes game that wouldnโ€™t be as much of an issue, but if youโ€™re going to borrow from such an iconic character, it would make sense to at least try to get more of that characterโ€™s essence right.

Grade: C+
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