It's refreshing, and a welcome change to form. At about 2-3 hours a pop, they feel tight and concise, rarely wearing out their welcome. The story is broken down into six unique cases, which feel more like episodes in a mini-series than the long, drawn-out cases of previous Sherlock games. Essentially, Crimes and Punishments is a hypervigilance simulator with a story, and it works quite well. This is achieved through intuitive yet challenging mechanics which give the player the opportunity to detect the otherwise undetectable. Almost every investigative action serves the same thematic purpose: empowering the player by giving them access to Sherlock's intellectual prowess. I am Sherlock Holmes, and I eat puzzles for tea.įrogwares, developer of Crimes & Punishments, has been at the Sherlock game for awhile now, but never before have they articulated the experience of walking in Holmes's shoes so successfully. Conclusions surface atop my left-brain as tentacled nodes, reaching for one another and greater connections until only one remains.Įvery clue is a piece within a piece of a puzzle that yearns to be solved. Clues converge like atoms binding to form compounds. They're everywhere, and I see them in my head. Mostly I review my casebook, combing the pages for connections. Sometimes I read Dostoevsky on the trips. Once our visit concluded, we took the carriage back to Baker Street. Watson, as usual, seemed disappointed in my partaking. He was exceptionally knowledgeable on the subject of deadly flora. I'm told they're quite deadly.Įarlier, I interviewed the guru of a horticultural activist group known as the Divine Syndicate. I'm testing its natural defense mechanisms. Presently, I am observing an exotic plant's reaction to various stimuli. I'm sitting at the analysis table in my apartment at 221B Baker Street. WTF Doing bumps of "sap powder" in the clubhouse of a zen garden LOW Awful, unresponsive lockpicking controls HIGH Navigating the deduction space of Sherlock's mind
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