


Even scouring a scene multiple times, it would sometimes still take me ages to notice the smaller, finer details like a tattoo on someone's wrist or initials in a ledger.

Clues can come not just from the words you gather but from the details of oddly illustrated scenes themselves. The cases-there are a dozen-immediately grow more elaborate and intricate, involving more suspects, murkier motives, tons of unrelated clues, and plenty of secrets. This murder, and likewise this entire game, is a darkly brilliant tale told in discrete clues, and it makes me feel pretty clever for piecing them together and figuring it out. I learn who masterminded it, who carried it out and for what reason, not to mention a few interesting plot twists along the way. I even figure out where each person was sitting at the dinner table when the murder took place. Over the next hour I slowly piece together the identities of each person, then figure out which room in the house is theirs so I can match them to their possessions. A waste bin contains discarded correspondence, a dinner table holds unfinished meals, and most interestingly, a pouch dangles on a rope outside a window as if someone was trying to conceal something from the rest of the household. Then I move downstairs to the two maids standing in the kitchen so I can examine the notes and letters they're carrying.
WORLD FOR TWO MAIDS POWER FREE
They're frozen in time, stuck in the moment the victim perished, so I'm free to go through their pockets with my mouse pointer to peer at their coins, rings, and monogrammed handkerchiefs. I begin my investigation, clicking on anything and everything, starting with the guests.
