bellwoods
2020
This is essentially a book of nonogram puzzles skinned in a flimsy detective story, set to a banger soundtrack by the same composer as Ace Attorney. You probably already know from that description if you'll like this game. Personally, I wished there had been more puzzles larger that 15 x 15 (there are only three, by my count). They were on the small side for nonograms, and often not totally legible.
2015
Fascinating piece, funny while also considerably darker/more serious than I expected for a game about Sherlock Holmes's dog that references Great Mouse Detective. (Violent human and animal deaths, sex work, drug use, among other things. Also, the dog says fuck.) I initially struggled with how smelling worked, and was very grateful for "sharpened" (easy) mode and the various quality-of-life mechanics, because even with it on I often missed nouns that had been implemented. And what a staggering amount there are! It's impressive how far you can explore. Great example of what can be accomplished with conceptual-map style IF.
A few of the clues are tantamount to verbal pixel hunting--you really are expected to investigate EVERY noun, and there is one place in particular where several crucial clues are gated by a noun where there is no indication it leads to what it leads to. On the bright side, Holmes has already solved the case, so you can always brute-force a solution and then play again to try and ferret out some of those details (as I did).
A few of the clues are tantamount to verbal pixel hunting--you really are expected to investigate EVERY noun, and there is one place in particular where several crucial clues are gated by a noun where there is no indication it leads to what it leads to. On the bright side, Holmes has already solved the case, so you can always brute-force a solution and then play again to try and ferret out some of those details (as I did).
2017
Poking little guys game. You could imagine this as a beautiful search-and-find book, but they made excellent use of the game medium, turning it into a fun and very tactile puzzle experience. Basically my ideal game, and some of the interactions were quite clever. Though I wished the minimalist lines looked a little more crisp on my monitor (tried many aspect ratios).
2014
Played this because (a) it's a murder mystery and (b) I heard it was an influence for 999, and it certainly has a similar spirit. The game relies on being replayed. I made an incorrect deduction about who the murderer was and stumbled into a slasher horror piece. A replay knowing who they were meant that everyone was unharmed and I came out looking like a genius. There is an idea of drawing deductions from information you gained in 'bad routes' that the Zero Escape series draws on to its literal extreme. A fun, not particularly long investigation.
The iOS release makes some very odd localization choices, starting with changing kamaitachi to banshee and ending with changing the graphics/photos and setting to a ski lodge in Canada. Seems another thing it has in common with 999 is the Ship of Theseus problem--at what point does it become a different game?
The iOS release makes some very odd localization choices, starting with changing kamaitachi to banshee and ending with changing the graphics/photos and setting to a ski lodge in Canada. Seems another thing it has in common with 999 is the Ship of Theseus problem--at what point does it become a different game?
2011
2000