![]() ![]() Once you’ve finished the case introduction, made some snide remark to Inspector Lestrade, and told Watson what’s up, you’re off to start solving the case. In fact, it’s that voice acting and some of the storytelling behind it, that helps overcome some of the technical flaws that mar an otherwise very good game. These cut scenes lay the foundation of your next adventure, while also showing off the terrific graphics provided by the Unreal 3 engine, and the superb voice acting of Kerry Shale and Nick Brimble as Holmes and Watson respectively. Of course, each of these cases begins with a cut scene. This is annoying and leads to something even more annoying things that I’ll get to later on. However, if you reach the edge of playable space, the map related to your current case pops up, allowing you to choose to go to another location (if a new one is available to you) or hit tab and return to your current location. The game doesn’t box you in graphically every area appears to be part of a much larger world. At least in the first few cases, you don’t see much of the city, and while the game gives you plenty of areas to explore, it’s not so much a single sandbox, so much as a series of small sandboxes where you have complete freedom to explore, so long as you stay inside the lines. Unlike the current TV dramas starring Holmes, the game occurs in his original setting, Victorian London, and surrounding areas. Frogwares leaves us plenty of clues as to how arrived at Sherlock Holmes: Crimes and Punishments, which like Holmes himself is both brilliant and yet flawed. The setting, the dialogue, the logic, and of course the deduction and intuition of the master detective have to be fully on display with mysteries that Holmes would deem worth his time. It takes more than a deerstalker cap and an “Elementary, my dear Watson” right before the case is solved to capture the essence of a Sherlock Holmes mystery. ![]()
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