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Analysis of Sherlock Holmes Chapter One

Frog wares is a 2000 Ukrainian video clip game development studio, particularly active in the location of journey video game where it has distinguished itself with its collection of Sherlock Holmes video games that learn about a brand-new release every two years because 2002. While proceeding to develop adventure games, Frog wares introduced from 2008 in the laid-back video game as well as covert things, then in other styles of computer game later on, with a shopping mall in 2010 (World of Battle) and also a challenge video game turning up as an FPS in 2013 (Mag runner Dark Pulse). 2 specialized subsidiaries of Frog wares have been opened at these events: Waterlily Games for Casual Gaming, and also 3Am Studios for Mag runner Dark Pulse. In 2020, the outcomes of Frog ware sales considering that its production amounted to about 8 million devices worldwide for the Sherlock Holmes series games.

Sherlock Holmes Chapter One stays faithful to a formula that works but has been outdated.

Frog wares has been moving the world of Sherlock Holmes for two decades to the video game with graphic adventures that have always found a niche of public. His most recent titles, such as Crimes & Punishments or The Devil s Daughter, seemed a bit trapped in the past and when they left, but they compensated him with love towards the material of origin and with funny mysteries to solve. After a Lovecraft detour with The Sinking City, the Ukrainian developer has returned to the detective created by Arthur Conan Doyle with an adventure that tries to be a step forward, but that stays too lagging with respect to the progress of the genre.

Basic information

Sherlock Holmes Chapter One Review Developer: frog wares Editor: frog wares Platforms: PS5, X / S Series, PS4, One, PC

Proven version: PS5 Availability: 11/16/2021

Sherlock Holmes Chapter One is a prefer of frog ware adventures starring the detective by antonomasia of literature. A young Sherlock travels to the Mediterranean island of Cordon, in which his mother died of rhythms when he was a child. His only company is his imaginary friend Jon, who has accompanied him since he has a use of reason, but what seemed like a trip to heal wounds ends up reopening them when Holmes discovers that the story that told him about his mother s death may not be true.

Chapter One s plot leads us to face Sherlock s past, who has been repressing memories associated with him in cordon. The family mansion will be opened as we solve cases, and with it the key information about what happened to the mother. Although this part is a little more tragic, in general terms is that touch of sarcastic mood that we found in previous deliveries; In the absence of Watson, Jon is responsible for commenting all the evidence we have access.

The biggest change of this delivery with respect to previous Sherlock Holmes is precisely the environment of it. The island of Cordon is presented as an open world instead of being a collection of locations between which to move with the notebook. It is not an unexplored territory for frog ware because the model is nailed to the Sinking City, the previous game of the study. At our disposal there is an island divided into sectors in which we will have to consult the street to move and where the fast travel points unlock giving rides through the surroundings. Although we have a compass at the top, the indications are almost always in the style go to the junction between street 1 and street 2 in such district.

This model feels better to Chapter One than to the Lovecraft game. The open world of The Sinking City had little sense or usefulness in its context; The streets were empty and only served as an excuse to lengthen the missions. Here they are not very exploited either (they serve above all to house small secondary cases) but at least give the feeling that we are moving through a more or less living city. Beyond the density of people, cultural differences are perceived between the different areas or changes between day and night. As I say, the scenario is not as taken advantage of as it could, but at least leave some beautiful prints, and it is nice to walk through its streets.

Chapter One is more a game with an open world than an open world game. His scenario seems somewhat incidental and does not contribute great thing to adventure. When the developer wants to introduce ourselves in an investigation, he chooses our movements in the same way as Sherlock Holmes a few years ago. Although the open world serves to build the atmosphere, the counter is that it does not contribute anything at the level of mechanics. Crimes & Punishments, the previous delivery of the franchise, had a map with locations to move, which may not give us an idea of ​​how Victorian London was but printed a better rhythm to research. Beyond his atmosphere, cordon just has nothing to contribute to the cases.

Despite its new structure, the procedure to solve cases is almost identical to previous titles of the company: we collect tracks from a scenario, we carry out a reconstruction of the key moments of crime (we have to visualize a sequence of actions that lace with the tests) And we unlock information for the palace of the mind. As in previous frog ware games, we will have to make use of different mechanics within each case. Find files with the document search system of The Sinking City, solve chemical equations, analyze the suspicion of the suspects... The problem is that they are not too many mini-games and repeat very often, generating the feeling that each investigation alone Change the history and order of activities.

The search itself is a bit clumsy, and sometimes it costs you to go ahead for reasons other than our ability to solve mysteries. For example, many times we have to activate a line of research in our notebook to find clues that allow us to follow and will not appear otherwise even if we are on the right place; These tracks can rotate around the same event but only one unlock the progress. The concentration mechanics, which allows us to get more information from certain objects, will make us turn around at the same point for several seconds until the game decides at the end that we are looking at the right place.

The most remarkable mechanics may be the new interpretation of the skill with Sherlock s costumes. Whenever we need to sound information to the batteries near the scene of a crime we will have to go with the right aspect. Some people will only talk to the police, others will distrust our pints as a rich child, we can only access an excavation if we are dressed as workers... it is fun to disguise to imitate another person, but it lacks complexity to be more interesting; In most cases we will have a clothing store nearby that you will rent the uniform that we need, and a meter will indicate exactly what we look at the batteries, so we will rarely have to think about more than a few seconds in the disguise.

In the opposite end of the balance are the clumsy combat scenes, which bring well little and seem taken from a game of several generations ago. I do not understand very well what the goal was: action scenes may be exciting where to demonstrate Sherlock s Pugilistic Skills or Tactical Encounters where to give free rein to its analysis of the environment; Instead, it presents boring fragments of Shooter in third person who resolves rolling on the ground and shooting at a very slow camera to protections or environmental hazards. There are assumptions that there are meetings out of history that increase the difficulty, but I have not found any reason to spend a second more in combat.

Jon offers extra challenges for many of the mysteries, who range from spending small jokes (disguise ourselves as the character of a picture in a store) to be more empathy when dealing with the homemade of a client who has died, passing to solve Small optional riddles. They can sound like nonsense, but they are the only differentiating point of cases that resemble too much between them at the mechanical level.

After all the scenes, we return to the classic palace of the mind to organize the information. This is the point that may have aged worse than the whole; It allows us to draw all the canvas without thinking a lot and does not ask us for a successful response as much as a coherent possibility with the evidence collected. In the end one feels tied by the system itself, which more values ​​the interpretation of the facts about the evidence. The dependence of the interpretation makes sense because it is a topic that is present during the adventure; Sherlock has numerous conversations with the director of the local art gallery about the idea of ​​ truth. However, in some cases and above all in the final stretch, there is a feeling that the murderer decides it more than the evidence we found.

It is inevitable to notice a conformist spirit in Chapter. Although he touches some details of the formula established in previous games, he is not able to find a way to take a step forward in a genre that he has seen a deep evolution in recent years. Here solving mysteries is an almost automatic process that is not compensated with a softest or emotional argument. In a world where there are games like Return of the work Inn, Paradise Killer or Tangle Tower, I think you can demand a little more to a set of detectives when it comes to connecting tests, deductions and presenting conclusions.

Sherlock Holmes Chapter One tries to be a step forward for the franchise, but it stays too short. Being an enjoyable adventure that can leave us some entertaining days, the limitations of the research system derived in a repetitive title with shortcomings that stand out more when we make comparisons within the genre. In Chapter One s plot, Sherlock s past is a shackle that prevents him from moving forward and growing; Frog wares would do well to apply his own moral of him.

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