Logical Leaps and Bounds: Sherlock Holmes and the Mystery of the Mummy Review

Logical Leaps and Bounds: Sherlock Holmes and the Mystery of the Mummy Review

Sherlock Holmes and the Mystery and the Mummy is the first Sherlock Holmes game, and that should say enough in itself. Some of the more recent games aren’t exactly the pinnacle of game design, but this one clearly shows its age. With its confusing point-and-click/first-person hybrid, constant game of find-the-right-pixel, and terrifying animation and audio, this inaugural installment of the Sherlock Holmes PC games needs a nip and tuck.

Holmes is at a friend’s mansion who is an avid collector of everything Egyptian. He then spends the rest of the game solving nonsense puzzles and making alarming deductions with logical valleys deeper than your local chasm (that’s a thing, right?). Yes, that glass was broken by something delicate. No, you don’t know it’s by a woman’s shoe. It all consists of finding every clue and using them in all the right places. This wouldn’t be out of the ordinary if not for its impossibility:

  • Sherlock’s hand controls all the clicking, and the differences between the icons for move forward and pick something up are indistinguishable. One is a slightly pointed finger with a cupped hand as if you are trying to signal to your rescuers without tipping off your kidnappers. The other is only a barely cupped hand. That’s it. No differences. I would love to show you some screenshots, but the Steam overlay I use for capture wasn’t compatible with this title, and I was too frustrated at the time to think of a backup plan; I wanted out as soon as possible. Instead here’s a link to a video that also has the most annoying water-dripping music loop I have ever encountered so you can see what I mean. Video credit goes to AdventureGameFan8

     

  • In these detective-style point-and-clicks, usually the games use books, NPC dialogue, hidden notes, and other believable mechanics to help the player solve the mystery by dropping subtle hints. You make the player work until each clue they have found has a purpose. While not realistic when compared to the real world, this strategy is tradition for a reason. Here not every piece is used and some lack any kind of connection to one another. Oh, those two staffs go in that statue down the hall? Cool. I guess he held left out with his those empty hands and my pockets overflowing with nonsense.
  • Over the last month or so (and for most of my gaming life), I’ve lived one rule: if an adventure game is frustrating your, take to the Internet. If a walkthrough fails you, that’s when you’ve really got trouble. When using an item, the developers made the correct place to click only a few pixels big. Instead of looking up what to do with an item or where to use it, I was scouring message boards for advice on the precise location to click. Even on the puzzles I figured out on my own, I ended up having to look some part of the puzzle up. Nothing takes the hot air out of my ego like using a walkthrough for an entire game.

Overall, I only enjoyed the game out of loyalty. As someone who has played and owns boxed copies of all thirty-something Nancy Drew games (don’t look at me like that), I was expecting some issues with the first game. It obviously had no idea what it wanted to be besides a game that featured Sherlock Holmes. Sadly they fumbled it. They clearly got better with time which is all you can ask. Now onto the next Sherlock Holmes game where you can, believe it or not, talk to people.

Stay tuned.

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