For reasons of social standing and thievery opportunities, Lady Thalia is spending the summer in Paris. And my my, what a coincidence, so is Scotland Yard investigator Margaret Williams (Melpomene/Mel for anyone foolish enough to want to annoy her... like Thalia). Mel is Thalia's nemesis (or the other way around...), in proper Holmes/Moriarty-parlance. But there seems to be something else brooding under the surface too...
These characters had fantastic chemistry between them in Lady Thalia and the Seraskier Sapphires. In Lady Thalia and the Rose of Rocroi this is continued, but the authors take it a step further. In this installment you alternate between the characters. This gives the player the opportunity to see both characters and their relationship through the eyes of the other. Mind you, although the player can guide the interactions between Mel and Thalia through the choice of clicks, she cannot shape the characters' nature. Both Mel and Thalia will stay true to themselves in how they respond to the player choices.
Lady Thalia and the Rose of Rocroi is written in the second person perspective, as is habitual in IF. Often the second person can feel as if a third party is telling the player ("You") what the PC does/sees/feels. A tad distancing.
Here however, the second person leans very much towards the intimacy of the first person point of view. It feels as if there is a very personal inner voice acting as narrator, instead of an external overseer.
The use of language is beautiful. It is unassuming, not drawing too much attention to itself. It is efficient and practical. And there are truly wonderful sentences to be found.
--After your unfortunate experience last night, you have decided to cheer yourself up with an easy theft — stealing a work by a minor painter from a minor museum.
On a larger scale, the writing is also very strong. The game has splendid pacing and rhythm. It somehow made me think of a Nirvana song, with its slow but tense verses (the preparation for the heist) alternated with a fast and frantic chorus (the escape after the heist). I must admit that the degree of franticality in my escapes could have been significantly lower if I had been more careful in the preparatory stages...
This structure does run the risk of feeling artificial and predictable, a framework that the narrative has been made to fit into. Fortunately, the final Act shakes it up somewhat. Also, this is a game, not a novel. Clear level structure helps the player see the objectives of the game.
There is no way to lose in Lady Thalia. There is a scoring system that makes fun of itself, if you care for points and statistics.
Freed from the fear of losing moves, the solutions to the puzzles are wholly a matter of player preference. Subtlety and finesse are more in-character, but violence can surely be the answer (maybe even the funnier answer...)
Go meet Mel and Thalia. You will not regret it.