From the start you know you’re not going to have much control in this one. A strange woman has moved next door and is insinuating her way into the life of your adoptive daughter. Despite it being only 1894 and women only just now being able to smoke in public without being arrested, she (a complete stranger) seems capable of gaining access to your daughter at anytime and ignoring your angry objections. That however is the least of your problems, as you’re channeling Nancy Drew and walk right into the obvious danger of the first case, resulting in one of the too many life threatening action sequences and quick time events. Too much time is spent creeping about, dodging bullets, balancing, quickly hitting the A, W, S or D keys and selecting from multiple dialogue choices within a few seconds. Fortunately you can skip most of this, in the case of crafting a dagger with mouse clicks, it seemed the only way forward. In the second case you channel Lara Croft as do the thought experiment of a 1000 deaths… and with regards to the last case, you’re left wondering if it was ‘Fever Dreams’ as the title indicates.
Note although you can never need go there, on the streets outside 221B you can practice arm-wrestling, boxing and darts (all redundant) and ‘balancing’ (useful, but only time I actually fell) as well as pick up the local papers.
The Bad: more an action/stealth game. Watson is pointless. Your costumes don’t fool anyone if you accidentally leave them on.
The Good: being able to frame ‘innocent’ people for a crime. A certain annoying American will strut the boards no more.
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Time Played: 5-10 hours