Blood and thunder rule the country: The vicious Death Adder inflicts war on the kingdom and kills people by the dozen. Amongst the numerous victims are the relatives of three great heroes, who finally, when even their best friend gets slain right in front of their eyes, swear revenge.
So much for the usual excuse to have player controlled muscleheads beat up some baddies. But all of this is not communicated overly well in the actual game, is it?
"Gamification" of mystery stories dates back much further than computer games. For example, 90 years ago, established genre author Dennis Wheatley thought up what he called Crime Dossiers. Those essentially were binders full of clues towards solving a fictional criminal case. A description of the setting, then letters, pictures, evidence found at the scene of the crime etc. Studying all this material, the reader (or "player") was supposed to draw her own conclusions as to what exactly happened and who the culprit was before finally opening the sealed included solution to confirm.