Don’t let the title fool you – this is not
the first in a series of episodic games,
but rather an origin story with a
younger, hotter, weirder Sherlock.
Instead of being stuck in gloomy
London, Sherlock’s
taken a trip to the
sunny Mediterranean
island of Cordona,
where he lived as a
child, to visit his
mother’s grave.
Unshackled from so
many of the
conventions of a
Holmes mystery, Chapter One takes
bold, surprising, and silly turns.
Sherlock’s constant companion,
Jon, is a sort of proto-Watson, and
really exemplifies how Chapter One
adapts Doyle’s ancient character. Like
Watson, Jon is a sounding board and
confidant for Sherlock. But unlike the
good doctor, he’s a bit of a rogue, with
a playful, cheeky streak and a more
fraternal relationship with Sherlock.
He’s also entirely imaginary.
Jon’s also another mystery to
solve. He’s been with Sherlock since
childhood, a period of his life that’s
mostly a blank. Lost memories can be
conjured up, however, filling the gaps
in Sherlock’s past with sketches
superimposed onto the present. And
while you’re unravelling this story, at
the heart of which lies the mystery of
his mother’s death, you’re always a
detective. The tools you use to solve
crimes are the same ones you use to
illuminate the past.
It dawned on me, somewhere
between having visions, bantering
with my sidekick, and putting crooks
behind bars, that Chapter One is a
superhero origin story specifically;
one where he’s still unsure of himself
and not in full control of his abilities.
He’s Batman with fewer muscles.
And like the Dark Knight, he’s
now joined the ranks of open world
protagonists. Cordona is very far
from Arkham’s
Gotham, however.
Instead, it’s evocative
of LA Noire and Mafia,
where the cities are
elaborate stages. For
the most part, the
island just lets you get
on with the good stuff:
solving cases.
Outside of the main story’s five
mysteries, there are more than 30
side cases, ranging from simple things
like ‘which drunk idiot stabbed that
other drunk idiot?’ to chasing down
an elephant who may have killed an
important lead. The best cases, of
course, are the bamboozlers that send
you all over the city to research legal
documents, interview suspects, solve
riddles, and do a spot of chemical
analysis, but there are some great
self-contained mysteries that are just
as fun to solve.
VIOLENT TENDENCIES
Nearly everything in the open world
fits, but there’s a glaring exception:
fights. Inexplicably, you can burst
into bandit lairs and kill (or subdue)
everyone with your gun and
environmental hazards. These are all
repetitive, wave-based fights that lack
any of the qualities that make decent
action sequences, and they simply
don’t fit in at all. The lairs are
optional, but fights crop up in cases
from time to time, ruining the pace.
Thankfully, Sherlock still favours
words over fights, running rings
around everyone with his uncanny
observations and revelations. His
patter benefits from the strongest
writing in the series, and he’s even
allowed to be occasionally funny.
There are some stumbles, though,
like the poor handling of a character’s
trans identity, or the solution to
finding a hiding African refugee
being ‘ask any random Black person’.
For a game with so much smarts, it
can be very dumb.
Chapter One is imperfect and
sometimes awkward, but I still found
myself dangling on its hook, hungry
for more crimes, which it’s more than
happy to offer. For all its welcome
oddities, it still manages to stay
focused on the important stuff. You’re
here to sleuth, and that’s exactly what
you’ll get to do for 40 hours.
80
Sherlock Holmes:
Chapter Oneis full of
riveting mysteries,but
stuck with some truly
awful and jarring combat.
VERDICT
F
rogware’s latest Sherlock game feels like the ultimate
expression of the developer’s ambition for its venerable
sleuthing series – but also its strangest entry yet. It is nearly
everything you could want from a game about the consulting
detective, but also a few things that you could do without. It
veers between greatness and absurdity, but if you’ve got an itch to solve
some Victorian mysteries, there isn’t a better salve.
SUPER SLEUTH
SHERLOCK HOLMES: CHAPTER ONE is an ambitious sandbox with a younger detective
By Fraser Brown
Some great
self-contained
mysteries
that are fun
to solve
TRICKS OF THE TRADE
How the consulting detective solves crimes
CASEBOOK
This contains all the clues,
testimony,and observations
you’ve gathered, and helpfully
directs you towards the next step
in the investigation.
REENACTMENTS
You’ll need to explore crime
scenes for clues, after which you
construct a mental recreation of
the events. Watch out for
multiple red herrings though.
NEED TO KNOW
WHAT IS IT?
An open world detective
mystery with a young
Sherlock
EXPECT TO PAY
£40
DEVELOPER
Frogwares
PUBLISHER
In-house
REVIEWED ON
GTX 1080 Ti, Intel
i7-8086K, 16GB RAM
MULTIPLAYER
No
LINK
sherlockholmes.one
MIND PALACE
Here you’ll try to find
connections between clues so
you can form deductions, of
which you’ll once again be given
multiple interpretations.
ACCUSATIONS
When you’ve settled on a
deduction, you can accuseone of
your suspects. This is where you
get to bask in glory or find out
you got it terribly, terribly wrong.
Sherlock Holmes: Chapter One
REVIEW