To appeal to the puzzle lovers, there are indeed a small handful of self-contained logic puzzles, though most of these are localized in a single location on one day. The enigmas range from code-breaking to pattern recognition to clue deciphering. Although these puzzles provide a welcome change of pace, there was one eight-part sequencing puzzle in particular with clues so obscure that it will grind many players' progress to a screeching halt. This is really unfortunate, as it's a cleverly designed puzzle otherwise, as are the others.
The game auto-records every single interactive dialogue, key document, and even special observations made by the controlled character, all neatly displayed in a player journal. This becomes a significant puzzle element, as each day ends with a summary of acquired facts in the form of a test, which you must support with your documented journal evidence. The case review is a terrific concept, as it's a natural, logical means to focus on relevant details. Unfortunately, the questions themselves seem to have been randomly chosen, often serving no real purpose to benefit the investigation. You'll never encounter questions you can't answer for lack of information, but there are some rather dubious interpretations of wording, which may cause some people unnecessary problems. Since there is no feedback to individual questions, and several have multi-part solutions, it's frustrating not to know where you've gone wrong when you feel you've supported your answers correctly, and this happened to me more than once.
The game mechanics are standard point & click, but with one major caveat. Silver Earring is agonizingly finicky when it comes to character movement. You can point, and you can click, but too often neither Holmes nor Watson will budge unless you've found a sweet spot through an invisibly narrow path. Moving the characters to a different viewpoint involves searching for the special onscreen "walk" cursor, which can be annoying enough. Finding that cursor only to have your avatar ignore the command repeatedly is downright aggravating.
You'd think any title with control issues would avoid gameplay that draws attention to its deficiencies, but not so with Silver Earring. In two separate instances, the game makes you helplessly dependent on the stubborn interface. The first is an ill-conceived stealth sequence that you'll need to accomplish not once, but twice. In real time, you'll need to sneak Holmes past a patrolling guard and his insufferable dog with its canine super-senses. Although a relatively simple puzzle in itself, the time pressure alone would be enough to turn some people off, but the real deal-breaker is that you can't necessarily move where you click, or in the timeframe required. In the split second it takes you to realize that Holmes is still planted in the same spot, or stopping short of where you've directed him, you'll be discovered. Believe me, you'll be asking yourself long before hitting the "Load" key for the 20th time why the developers thought this would be fun.
When you've fully recovered from that trauma, you'll soon lead Sherlock into a winding, twisty forest maze. Yeah, everyone's favourite gameplay convention to begin with. Did I mention it was timed? Well, it is. Did I tell you it was "game over" if you fail? You betcha. Do I need to explain that you'll be pulling out every last strand of hair as your last few precious seconds tick away while Holmes refuses to move where the cursor says you can? Didn't think so. Frankly, I just don't understand this. There's simply no justification for poor pathfinding in a point & click game in 2004, particularly when your gameplay demands the kind of precision it can't offer.
Another disappointing aspect of Silver Earring is that it ignores many opportunities to incorporate organic puzzles into the story, or holds your hand through other puzzles. There are absolutely no dialogue puzzles, which are a natural fit for a criminal investigation. You merely click through all available options with every character, using no actual detective instincts whatsoever. And when taking control of Holmes' familiar chemistry table, he'll verbally advise you what to do every step of the way. There are other inexplicable examples of similar unwanted guidance, and each represents a lost chance to incorporate another level of challenge.
On the topic of wasted opportunity comes my largest lament - the game's ending. Relax, I'm obviously not going to tip my hand plotwise. My disappointment stems from the fact that the game doesn't require you to actually solve the case yourself. In fact, it's absolutely certain that the vast majority of players won't come close to solving the Case of the Silver Earring, and all the various mysteries it comprises. Instead, the player sits back and watches the inimitable Sherlock Holmes spend a full 20 minutes unraveling the complex, interwoven narratives encountered throughout the game. This includes details previously hidden (purposely) from our attention, and a resolution built on one fantastic hypothesis after another. This is actually quite consistent with the original Doyle short stories, but it's one thing to passively read through a finale, and quite another to sit idly through it after spending 15 or so hours under the impression you were building towards your own decisive conclusion. I now have a firm grasp of what it's like to be Watson, but personally, I felt cheated as a gamer.
There is much to like in this game, and Frogwares continues to establish itself as a developer with tremendous promise. If it seems I'm being overly harsh, it's only because the high standards in some areas really serve to expose its limitations in others. Ultimately, my recommendation for The Case of the Silver Earring depends on your expectations going in. Fans of the great detective will revel in a gorgeous, charming, original mystery worthy of the Sherlock Holmes legend. Those looking for a substantial, challenging, hands-on experience will likely feel let down by the overwhelming focus on narrative at the expense of gameplay. However, for anyone simply seeking an accessible, entertaining, story-driven adventure, you'll likely find enough in this game to satisfy you. Just know going in that the missed opportunities and flawed interface issues prevent it from realizing its abundant potential. You may forget about it soon afterwards, but you'll enjoy it while it lasts, and won't be sorry you invested your time.
| Developer: | Frogwares |
|---|---|
| Releases: | Ubisoft |
| Control: | Point-and-click |
| Perspective: | Third-Person |
| Platform: | PC |
| Theme: | Licensed property, Historical, Mystery |
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