I'll spend some of this review being critical about the prose of this entry, but I'd like to start with the good stuff, of which there is quite a bit. First off, there's the pictures. There's not that many of them, but they help not only set the mood, but also make the people you interact with more concrete. The immediate, visual knowledge of who it is that has walked into the coffee shop somehow makes the encounters more real; and therefore it makes it all the more disconcerting when you have to pick one of them as the potential serial killer. It's all the more disconcerting because there is literally no reason to think any one of them is guilty of so heinous a crime, and the only reason you, as a player, are likely to pick a name anyway, is that the police imply very strongly that they'll try to prosecute you if you don't.
The scenario is pretty fun too! It's a good choice to start the game with the police interrogation. This ensures that the coffee shop scenario, which is relatively slow in terms of the build-up of tension, is immediately charged. You're already looking at all the NPCs with suspicion, which is precisely what the games wants you to do. And it feels less strange that the protagonist is so easily scared, because we know that's she's right to be scared. I enjoyed wondering what was going on, and I enjoyed no knowing what to do when I was called on to accuse someone. Then... well, depending on what you choose, you may either be left in the dark (which I suspect is not a very satisfying ending to get) or you may find out what is really happening... and that's pretty horrific. A good twist ending that left me blinking in disbelief for a while. (On further reflection, it's an extremely literal take on the idea that you shouldn't fear people who don't look like you, but you should fear people who DO look like you. A pretty good idea for a horror story!)
I don't think you can do much in the game to learn more about what is happening, or to change the outcome. If you can, I'd love that, and it would raise my rating of the game. But I didn't find any promising avenues to explore.
Okay, so as I indicated in the beginning, the weakest part of *Please Sign Here* is the prose. It's always possible to understand it, but it's marred by frequent grammatical mistakes and sentences that don't quite work in a variety of ways. Sometimes it's a metaphor gone awry:
Silence cuts through Jackie's next intended sentence.
The cop returns the evidence and brings forth new ones.
Until close! No butts!
It begins to thunder outside, and the lights of the store flickers. Jackie makes a move to look out the window, rain blearing reality and greyness together. The road is empty, and the light from the streetlamp barely illuminates against the concrete.