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Review

A Case of Identity, October 20, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

So I know there’s a plethora of successful Sherlock Holmes games, from Infocom’s run at the great detective to those more recent 3D ones where he goes up against like Lupin or Cthulhu, but I’m not going to let that fact get in the way of my sweeping opinion: there’s no way to make a truly satisfying Holmes game, because you need to either make him too smart or too dumb. That is, either you limit the player’s agency and have him solve the case for you, because of course he’s a genius, or you subject Holmes to every one of the player’s idiotic flailings, making it a wonder he manages to tie his shoes let alone reveal the secret of the speckled band.

The way to dodge this conundrum is to have the protagonist be someone other than Holmes – typically Watson, sometimes, I am informed, a dog – and feed him information, so that once he has the data he needs he can make the great deductive leaps his fictional reputation requires. The Transformations of Dr. Watson takes this approach, putting the player in the shoes of Watson, at least initially, but forgets that this means Holmes doesn’t have to swap his deerstalker for a dunce-cap; sadly, this is the dimmest Sherlock has been since those Robert Downey Jr. movies where he mostly just got in fist-fights.

Making matters worse, the mystery here at issue would barely keep a single Hardy Boy busy for an hour. As the game opens, you as Watson are called to the house of a recently-deceased toff to pronounce him dead, though the game doesn’t exactly play things close to the chest when introducing the setup:

"His nervous smile and damp palm upon shaking hands betrayed his tension. “My father… passed away. Heart, I suppose,” he said hastily.

“'Sir Silas never complained of his heart,' the butler, Cavendish, retorted dryly, casting a quick glance at Alister. My medical intuition screamed an alarm."

The only thing that could make things more suspicious would be – well, Alister’s name oscillating to “Alistair” with no explanation, but I assume that’s just simple typos rather than further evidence of fraud. But the teacup with an oddly-bitter odor right next to the body sure does gild the lily.

In fairness, Watson doesn’t get the odor clue right away; first, his soul needs to transmigrate into the body of a cat so he can take advantage of its enhanced senses. Yes, there’s a gimmick here, and not one that was at all explained in my playthrough: after the treacherous Alister/Alistair bashes his head in with a cane, Watson’s consciousness shifts to inhabit a variety of other creatures, and he uses his newfound lease on life to draw Holmes’ attention to the clues once he arrives to check up on his missing friend.

It’s a bizarre if not unpromising gimmick, but there’s less here than meets the eye. Even once the prologue ends, the game is largely linear, with the few choices almost all having clear right and wrong answers – and again, since the mystery is so obvious, the fact that Holmes needs help at all just makes him look exceptionally slow on the uptake. At least there’s a bit of bathos to be wrung from the way the heir is able to intuit that he’s somehow managed to anger a menagerie that’s now bent on his undoing, leading him to seemingly-unmotivated reprisals that surely only incriminate him further. But unexceptional prose that’s a bit too adjective-happy combined with overly-slick AI art mean that there are few flowers to stop and sniff along the way to Holmes’ preordained triumph. It’s all laid on a bit too thick, we’re denied the conventional pleasures of a Holmes tale, and sadly neither gameplay or presentation are up to much. It’s enough to drive a man to cocaine.

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