A sober-minded critic might accuse Miss Gosling’s Last Case of over-egging the pudding. A cozy mystery that leans into the bucolic-English-village element of the subgenre surely needs at most one gimmick, but here we’ve got both ghost-solves-her-own-murder and cute-animal-sidekick-saves-the-day, as the eponymous sleuth can only make her will known beyond the grave by directing Very Good Boy Watson to the clues that will allow the bumbling bobbies to crack the case. Isn’t it, perhaps, a bit too much?
That sober-minded critic can go soak their head; this game is glorious fun, and I wouldn’t surrender either the acerbic Gosling or the doughty collie for the sake of restraint. They’re a lovely pair of partners, and the mystery they’re up against is no slouch, either.
The setup here is classic Christie – Miss Gosling is very clearly Marple-coded, and her mysterious semi-resurrection hasn’t slowed her brains or dulled her edge. A consulting detective who’s helped put more than her share of criminals behind bars, she’s quite sure that foul play must have been involved in the falling-down-stairs incident that led to her death, but the police are content to write it off as an accident. Of course, all that changes after a short tutorial section that sees Watson presenting clues to the investigators; unfortunately, they subsequently get the stick wrong-way-round once again and decide your modest estate must have provided the motive for the crime, and start investigating your nearest and dearest for the crime of murder. At that point the game proper opens up – you follow four distinct puzzle chains across your house, from the crime lab in the attic to the potentially-poisonous garden to the dark and foreboding root cellar, in search of the evidence that will clear the four key suspects and trigger the endgame.
It’s a traditional approach to a mystery, and one that leans into the strengths of IF as a medium (since you’re controlling a dog, you won’t have occasion to lament a weakly-implemented conversation system – you can bark, and that’s about it). The writing similarly is solidly genre-appropriate:
"You have a long history with Basil Hughes, and it’s in no small part thanks to your investigations that he’s risen through the ranks from Constable to Inspector. He has his eye on Chief Inspector now, but really, well…the man is far too close-minded, far too quick to jump to the obvious conclusion. Large and stout, with an immaculate uniform and an impressive moustache, he tries to look every bit the image of the modern constabulary."
There is novelty on offer here too, however. For one thing, this Dialog game is playable entirely with clickable links – context-sensitive actions appear whenever you address a particular item, beyond a few that are always available, and I found the implementation was spot on. Admittedly, the canine nature of the protagonist means there’s a rationale for not including every action you can possibly think of, which helps constrain the screen real-estate needed for this interface, and I’ll confess that I played by typing in my actions 95% of the time. But it’s still an exemplary implementation that makes it plausible to contemplate playing a big parser game with complex puzzles entirely on mobile or without a keyboard, which is quite the achievement – an even playing on my laptop, I still found it more convenient to click links from time to time, like to avoid having to write out SHOW PHOTO ALBUM TO DAVIS or what have you.
The puzzles are also not ones I’ve seen before. Sure, the elements are straightforward enough – you better believe that this house has a dumbwaiter, and good lord are there a lot of locked doors – but the way the problems are posed, and the ultimate solutions, take full advantage of Watson’s canine nature. Particular obstacles might hinge on your color-blindness or lack of thumbs, while your keen senses and peoples’ tendency to overlook a pet provide an edge. Some of the puzzles do trend a bit hard (there’s one in particular that I don’t think you can begin to solve without engaging in some unmotivated arson), but I almost always knew what I was meant to be doing, and the game did a great job making me feel clever as I worked through them (the objective-listing THINK command and full InvisiClues system also helped on that front, of course). There are a few places where Watson’s abilities seem slightly implausible – especially his ability to manipulate a torch or tape recorder – and there was a place or two where I thought an alternate solution might have been nice to provide (Spoiler - click to show)(I spent a lot of time trying to wedge open the root cellar door, which seems like it should have been possible), but this overall is a great set of puzzles that hold together remarkably well.
If I were to venture a sincere criticism, it’s that I wanted a more robust denouement – the endgame sequence revealed the villain and gave them their comeuppance in a satisfying way, but I would have enjoyed a more worked-out idea of what, if anything, is next for our dynamic duo. And given that the meat of the game is concerned with clearing the four suspects, it would have been lovely to see them on-screen and enjoy having saved the day. But for a game that comes in with such an overstuffed premise to leave the player wanting more is no mean feat, and I definitely do want more: this may be Miss Gosling’s last case, but on the strength of what’s here I’d gladly play some prequels (dare I suggest that given the list of beta testers, a flashback crossover with Lady Thalia might not be out of the question?)