The world, albeit vast and beautiful, is rather empty. Unfortunately, it becomes very obvious very soon that this is not that kind of game, and that the open world is more of a gimmick than an actual useful gameplay element. The sheer sense of scale and the faithful recreation of era-appropriate architecture and details would resemble the likes of Assassin’s Creed. This is a sort of soft reboot/prequel game for the series, as many core gameplay elements of mystery-solving are still present from previous entries, but the main difference lies in the fact that the world is now open. That should be enough to carry the narrative forward but, if that were the case, Clue would be a much better board game than it is. Now there is a mystery to be solved and there are emotional and personal stakes on the line. You control a young version of Sherlock Holmes, who must return to his hometown after the mysterious assassination of his mother. Is this game worth your while? Does it capture the essence of what a Sherlock Holmes adventure should be? Is it a competent detective game? Not really, but there is still a lot to talk about this mystery-driven game. Somehow, Sherlock Holmes Chapter One manages to be both at the same time and gives us a mediocre rendition of fiction’s best detective, yeah, suck on that, Batman. But, at the same time, they need to be coherent and not excessively convoluted as to make players frustrated with their lack of progress. They need to be challenging enough to offer satisfaction and reward players for being clever for noticing minutia and connecting the dots. Sherlock Holmes Chapter One is a fun game, but there is a lot of work for improvement.ĭetective games are tricky.
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