Admittedly, the master detective has always been a great attraction to me and the reviews of this game have sounded extremely positive throughout. The previous part was quite recommendable and I already reviewed it. In the end, curiosity triumphed over my commitments and I spent the good 10 hours of playing time in order not to miss the latest developments in crime fighting of the master detective. For connoisseurs of the series, it should be mentioned that even more recent developments have already been realized in a successor to this 6-year-old title. My judgement will not be objective, like someone who didn't grow up with the books of Arthur Canon Doyle, and perhaps thinks more of Pikachu in terms of a Master Detective.
Lured by the promise of quick money, Matt Stuvysunt arrives in London in early 1953. A meeting with his not very sympathetic, but nevertheless fascinating aquaintace Briggs provides him with a used car, some startup money and at least a faint idea where to start: a small kiosk somewhere out of town. Low gain, but also close to zero risk. Briggs himself is obviously up to something a lot bigger.
Only one problem has yet to be overcome. Matt can't drive a car, and just running away after the successful coup is hardly practical. So he hangs around in the well-known underworld bars looking for an accomplice with this missing ability. It doesn't prove to be that hard, and after one evening of plotting in Matt's hotel room, a few minutes of actual work and a visit to the local fences, the protagonist's riches have been multiplied - even after giving the driver his or her share. After this encouraging experience, Matt decides to continue this line of enterprise, slowly going up to harder targets...
“You all meet in a tavern…” is an opening as old as role-playing games themselves. Even after decades of evolution in playing styles, settings and even formats, Ye Good Olde Inn still is the number one meeting place and quest hub. If you think about it more closely it actually makes sense: Lots of different folks coming together, being in a talkative mood either because they are naturally chatty or because they have been quaffing just one ale too much. An ideal atmosphere for sharing information and lending a helping hand. Where else can you speak so openly about all of your troubles to total strangers? Where else are you going to make hasty promises based on alcohol fuelled solidarity and overconfidence? Some might say it is a rather cheap hook, some might wish for a more personal character motivation and some might want to draw more attention to their elaborate backgrounds. Others might just create an excellent game about it, a game like Tavern Crawler.