This game is rated PEGI 12
Our review includes potentially triggering words:
Ignore All Content Warnings
Posted: 4 months ago.
Play consists of exploring the area to examine clues and interview people. To solve the case you need to find someone with a motive, means, and opportunity to have committed the crime. You can keep track of the web of information on your visual investigation board and your journal.
Obtaining the information you need often requires “tactical diplomacy” encounters, which are battles where you play cards to gain empathy and convince the other person to cooperate before they get fed up and refuse to negotiate further. When diplomacy doesn't work (or isn’t an option) "combat battles" are fought with a different set of cards.
There's also a real-time element to play, so that time passes as you move around and some people or places are only available at certain times of the day (or night). This is accentuated by the many distractions on your quest that can eat up time. Other murders to puzzle out, cults to investigate, people to please, locks to pick. Everywhere you turn there is someone or something interesting to investigate or spend your money on. However you only have 14 days to solve the murder of the Magister, so managing your time, money, and relationships is one of the fun challenges of the game.
The result is a unique point-and-click style adventure with unusual card-battle-and-diplomacy interactions. There's a real tensions because of the limited time and the difficulty of getting the information you need from the people you meet. With a new procedurally generated story each time you start again, no two murder mysteries are the same.
You can play this game in the following styles:
You can adjust the speed at which combat actions play out so it is easier to track what is happening. Combat has the appearance of happening in real-time since the card's have times associated with them (such as "1 sec, 2 sec"), and passing your turn costs your a number of seconds, but it is actually a just an abstracted way to measure actions against the opponent.
You can see when it will be your turn again by looking at the turn timer, and how playing cards will affect that. If you stop doing anything, once the opponent has caught up to where you are at in time, the game will wait for you yo take your next action before moving forward again.
Some missions are time critical and can not be repeated, but you have the option for how to spend your days and the world map always shows you the current time of day and what locations you can travel, which helps reduce the cognitive load.
The is no controller map in combat or tactical diplomacy modes, and no ability to remap buttons for keyboard or controllers.
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