Showing posts with label Suspects. Show all posts
Showing posts with label Suspects. Show all posts

Thursday, February 10, 2022

Game, Set, Murder

"“It’s a great huge game of chess that’s being played—all over the world—if this is the world at all, you know. Oh, what fun it is! How I wish I was one of them! I wouldn’t mind being a Pawn, if only I might join—though of course I should like to be a Queen, best.”"
"Through the Looking Glass -- And What Alice Found There"

Back in November, I wrote a short post on trying some mystery board games: while I play a lot of mystery video games, I had never really played board (tabletop) games of the mystery variety, but luckily the two games I tried then (Decktective and MicroMacro: Crime City) were both amusing, and the latter even ended up on my list of favorite mystery fiction of last year. I think most reader could've guessed I'd try out more of these games, and it didn't take long for me to do some more exploration into this medium.

I have a feeling the best-known mystery board game besides Cluedo (Clue) might be Sherlock Holmes Consulting Detective, a game which was originally released in 1981 but has since seen several (revised) releases and is currently being sold as Sherlock Holmes Consulting Detective: The Thames Murders and Other Cases (and there are several sequels). I had known about this game long before I even started looking into mystery board games, and I had even already played a form of this game: there is a video game adaptation, based on the cases in this board game, and I had played it in the past. So I was already somewhat familiar with the Sherlock Holmes Consulting Detective: The Thames Murders and Other Cases before I actually started wtih the original board game last month. This game is perhaps best explained as a kind of gamebook (Choose Your Own Adventure), though it takes on a format that allows for both more, and less freedom than an usual Choose Your Own Adventure story. In the game, you take on the role of a Baker Street Irregular, and "compete" against Sherlock Holmes himself to see who will solve the case the most efficient (spoiler: you'll never, ever be able to beat Holmes in a fair way).

When you unpack the (fairly large!) box, you'll find it holds a map of London, the London Directory, a set of newspapers and ten case books, one for each of the cases ("campaigns") you can play alone or with up to about 8 people (though I think 1~4 players is probably the best). Each case is dated (allowing you access to the newspaper of that day, as well as any older back numbers that may be available) and opens with a short introduction to the case (written in the style of a Holmesian story), which briefly explains what the mystery is, the major characters involved and after that, you're on your own! In a "normal" Choose your Own Adventure, you'd usually now be presented with choices like "If you want to visit A, go to page 110" or "if you want to visit Lestrade at Scotland Yard, go to page 220". None of that here. Instead, the game offers you the London Directory, which is a booklet which lists the addresses of all characters, facilities, shops and much more. Every person or place you can visit has a specific address, and by looking up the address you want to visit in the case book, you'll find another story entry which will tell you what happens there. For example, the introduction tells you Mr. A. Victim was killed, so you look up A. Victim's addresss in the London Directory, find out it's 1EC (East Central), so then you look up "1EC" in the case book to read what happens at this address and what clues you might learn there. So unlike a conventional gamebook, which presents you a number of choices, Sherlock Holmes Consulting Detective: The Thames Murders and Other Cases challenges you to figure out yourself which places you should, or perhaps more importantly could visit to find the clues necessary to solve the mystery, making it much more challenging. Some addresses are easily found, some not at all, and often, you'll just come up empty-handed at an address you were sure was going to be important. Once you think you have gathered enough clues, you go to the back of the book to find a few questions you have to answer, and finally compare notes with Sherlock Holmes himself, to see who needed fewer leads to solve the case (It's ALWAYS Holmes, so don't even bother to compete with him, he's a psychic).

The game can be played with one player or more, and while this game is reminscent of a gamebook, it definitely also works as a multiplayer game, because it can be pretty hard to figure out where to go next on your own and it helps to have more people thinking along. The cases start out easily enough, asking you to look up the address of a name mentioned in the introduction in the Directory and then looking up the addresses of any characters or locations that happen to be talked about at that location, but it quickly becomes much more challenging. That's where the map of London, the newspapers and the list of informants come in: sometimes you have to actually look at the map to figure out a certain address to visit (for example, something is mentioned about a neighbor and if you look at the map, you'll notice there's only one other house on that street) and the map is also important to determine whether people's alibis actually hold, by noting the times of their alibis and their distance to the crime scene. Newspapers are a treasure cove of information too: at first glance they just look like pieces of paper with "flavor" news articles and advertisements, but you'll soon realize they too are a valuable resource. Sometimes a person you are looking for happens to be mentioned in an advertisement, or you notice an article with some familiar names who happen to be member of some club or something like that. What's fun is that you not only have access to the newspaper of the day of the case, but also of back numbers, and sometimes you come across an article in an older newspaper (used in a previous case), which suddenly turns out to be relevant to a more recent case. The game thus offers a lot of ways to hint at which addresses you can visit, but the more vital ones are hidden in rather clever ways, making this a surprisingly challenging game, which can be great fun if you play it with multiple people as you can all check different sources and discuss what to do next ("Hey, didn't that guy over at B. Witness say something about a restaurant? What if we visit that restaurant...?"). Other times, you'll get to the list of questions at the end of the book, only to find out you missed a lot of the story because you didn't think of visiting location X or Y, or never managed to find the address. 

A major difference with a conventional gamebook however is that each case is presented in a completely non-linear format. You, as the player, can choose what places to visit in what order, which means "story developments" are not really possible, as the game never forces you visit one specific location before another.  Therefore, there are never moments where your actions as a player have direct influence on the story or where "something" happens to change the story. This is quite different from a normal gamebook, because that will always be able to present a story in a certain, chronological manner and thus introduce story developments. To those who do play video games, I think Her Story makes for a good comparison: in Her Story too you have the freedom to choose how to proceed in the story (finding clips) in a non-linear fashion, and it's up to you to piece all the clues in the clips together, but depending on the order chosen and whether you managed to think of specific keywords (addresses in Consulting Detective), you can figure out the mystery much sooner or later.

I have only played about three of the ten cases in Sherlock Holmes Consulting Detective: The Thames Murders and Other Cases at this moment, but I can definitely recommend it! It's a game that really challenges you to write down every clue and carefully consider where you should go next, and the writing is pretty good too, invoking a Holmesian atmosphere (which is also aided by the newspapers and maps!). While each story entry tied to the addresses is pretty short, the characterization is surprisingly okay, especially for the recurring characters like informants whom you can visit in each case. In the end, I think it took me well 60-90 minutes for each of the cases I have completed already  The official site has a whole case you can try out for yourself (or with others) by the way, as well as the material necessary for remote play, so have a look if you're interested!

In the previous post about board games, I also asked for mystery board game recommendations, and a commentator mentioned having played, and enjoyed Suspects recently. At that time, Suspects wasn't released locally here yet, but to my surprise I saw it was released here last week, so I decided to pick that one up too. One of the things that piqued my interest was one name in particular: The game hails from France and was designed by Guillaume Montiage, but of the three cases inside the box, one was written by a Paul Halter. I don't actually know if it's the Paul Halter, but given that this is a French mystery, I'm going to guess...probably? In Suspects, all the players (1-6) take up the role of female detective Claire Harper, an adventerous traveler who was one of the first women to graduate from Oxford. Set in the 1920s, each case (probably taking about 60-90 minutes, also depending on number of players) has Claire take on a mysterious death in a world inspired by the works of Agatha Christie, which is by the way also visualized by the gorgeous artwork of this game. As a board game, I'd say that Suspects too is very much like a gamebook/Choose Your Own Adventure, even though it uses cards to present its story. A lot of cards!

Like Sherlock Holmes Consulting Detective, each case begins with a short introduction explaining the basics of the mystery and the primary characters. Additional documents are also provided, like floorplans or family trees. And at the end of the introduction, the main questions are asked which you'll have to solve at the end of the game (culprit, motive etc.) From there, the game allows you pick your own route through the story of the game. Each action you can take within the game is tied to a card in the deck with a specific number: for example, the husband of the victim might be Card 1, and if you look at the floorplan, you'll find each room also has a corresponding card number, for example the Library being Card 34. To take a certain action, you simply take the corresponding card, flip it around and read the story section written on the back. Usually, a card will also point you towards other cards: on the first card with the husband, he might tell you about his alibi, but it might also mention follow-up cards you can read where they talk about their wife, or about the other suspects. The latter cards especially do help with fleshing out the characters. At times, you will also stumble upon physical evidence (cards) or other important information and the game actually uses nifty little tricks to actually incorporate the actual, physical cards into the mystery solving process, asking you to put cards together to make certain connections etc. It's a fun idea that helps strengthen the feel you are playing a physical board game. As you read more and more cards, you'll learn more of the story, slowing making connections between testimonies and physical clues and hopefully figure out whodunnit.

Suspects, at a glance, feels quite similar to Sherlock Holmes Consulting Detective, as far as the free-form Choose Your Own Adventure style goes. Like in Consulting Detective, you are mostly free to choose what to investigate in what order, but instead of using a case book and a London Directory, everything is written on numbered cards, and you're only allowed to pick a card that has been referenced on a card you have already read. A difference would be that many cards in this game can only be read after reading certain preceding cards, allowing for some kind of  linear story developments). But where the two games do differ greatly is the objective: In Sherlock Holmes Consulting Detective, you are challenged to follow the least number of leads in order to solve the case, thus asking you to read as little of the game. In Suspects, you will always read all of the cards available, after which you'll be allowed to open the sealed solution to see how well your deductions fared. However, Suspects does ask you to try to answer the main questions early. Once you have read about half of the cards in the case, you can make your first guess, and you get another turn at about 75% in, and one final time once all the cards have been read. You earn points for every correct answer you have at the end of the game, but you earn more points the earlier you made the correct guess. It's of course easier to make a correct guess at the end of the game, once you have all the information available, and the game does allow you to change your answers midway, but the better sleuths will still earn more points because they'll be able to make the correct guesses earlier, when there are fewer cards/information available. I do like that the game doesn't "punish" you for reading all the cards eventually, as opposed to Consuting Detective, where you are supposed to read as little as possible to "win". This point system leads to an interesting multiplayer experience with Suspects: you discuss with each other which card to read next and read the contents together, but you can choose whether to make the guesses together, or have everyone make their own guesses, adding a competitive element. If you play alone, the points are used for the simple multiple ending system (very short, one sentence epilogues that change depending on how many points you got).

At the moment, I have only played the first case of the game, and I have to admit it was a lot trickier than I had expected at first! It was an enjoyable session though, as neat things were done with the cards. The game also feels quite fair: the sealed solution doesn't just say "The killer was X!", but refers to all the relevant cards, allowing you to re-read the cards and see how the clues were laid out. And of course, I'm quite curious to see what the final case will bring, written by a Paul Halter of whom I am not completely sure whether he's Paul Halter. Perhaps that will become more clear once I've actually played it!

As mentioned before, I don't play board games in general, but I think that both Sherlock Holmes Consulting Detective and Suspects are very enjoyable experiences that should appeal to fans of the mystery genre. These two in particular have a lot in common with gamebooks (and Sherlock Holmes Consulting Detective in particular uses very prosey writing), so they also feel closer to a traditional mystery novel than say MicroMacro: Crime City, so perhaps these games are easier to ease into for fans who usually only read.These games do a great job at allowing the player to try and solve things on their own and making them work for it, while also being accessible enough to not require you to 4D chess your way towards the solution. Anyway, if you have played these games, or even better, have more suggestions for mystery board games, please leave a comment, because I'd love to try out even more in the future!