I think a lot about The Sorrows of Young Werther.
Let me rephrase: relative to most Americans born in 1980, I think a lot about the Sorrows of Young Werther, not so much for the novel’s literary qualities – though it did kick-start the Romantic movement and has some good set-pieces – as for its social impact. The thing about this book is that it was huge, and not in a normal way: “Werther fever” had masses of people over-identifying with the main character, reading the story in paroxysms of emotion, dressing up like him, and even, allegedly, killing themselves to escape their romantic travails, just as he does in the book.
Which is to say that parasocial relationships with literary characters may technically be a modern phenomenon, by virtue of the fact that 1774 is after when many consider the early-modern era to have ended, but they nonetheless have a history that long predates social media (so does cosplay!) And while Werther is obviously a poor choice of role model, I don’t think it’s the case that these kinds of feelings are necessarily bad when kept to a proper proportion: my wife is a big fan of Wodehouse’s Jeeves and Wooster stories, and cried happy tears when she read an estate-approved novel that capped off their narratives by marrying them off. When you come to know a character by reading about them, you really do feel for them, and want good things to happen to them, at least once the adventures that provide you with so much excitement are through.
This is exactly what the Little Four is up to. This low-key parser mystery brings Hercule Poirot and his Watsonian sidekick, Captain Hastings – both the protagonist and the putative author – into a domestic menage: after the death of Hastings’ wife, he’s moved his four children into the flat below Poirot’s, while he himself takes the great detective’s guest bedroom (one does not need to look far to find queer subtext). The kids play games, Poirot’s mostly retired and alternates phone consultations with the Yard with cooking meals for the extended family, and Hastings’ greatest obstacle is taking the dog out for a walk on a rainy day.
One of the great powers of parser games is to evoke a place, and the apartments here are nicely drawn and cleanly implemented; they’re substantial without feeling too big, and contain a generous portion of lovingly-described mementos and Christie references without being overstuffed (the robust feelies, which in addition to instructions on commands and a spoiler-y walkthrough also include a map, help make things feel even more manageable). While I’ve not read the original books so can’t directly compare the prose, the writing here is very good, conveying sensory impressions and character details while maintaining a post-Edwardian crispness. Here for example is X SLIPPERS:
"Poirot, in his dandyish and self-admiring manner, loved to have his most luxurious personal items inscribed with his elegant monogram of an intertwined H and P. He sometimes wore these dark velvety slippers around the house after his bath, when the day’s schedule allowed him to keep a casual presentation. I confess that the aches of advancing middle age were making me crave comforts that I had scorned as a younger man, and I was tempted to procure some slippers of my own."
This excerpt is typical in centering on Poirot, who is unsurprisingly the main subject of the game: exploring the apartment gives you a sense of the place but more so provides a portrait of its inhabitant, who comes across as charmingly vain but intensely sentimental, doting on Hastings and the children:
"I have always known Poirot to be a masterful cook; lately, he had been honing his skills with particular zeal by cooking dinner on most nights, and appeared determined to outdo himself at every opportunity. He was on a mission to render even the most dubious of Belgian dishes somehow palatable to young children. He sometimes spoke fondly of his mother as he explained a recipe’s origins, offering us glimpses into a past which he had been reticent about for as long as I have known him."
I can imagine how much enjoyment a Poirot fan would get from this picture, seeing a beloved character happily at rest. And filling out this picture is mostly what there is to do: you’re set a series of simple chores at the beginning of the game that mostly serve as an excuse to wander around the place checking out the scenery and having short conversations with the rest of the supporting cast, while Poirot remains off-screen. There is an added note of excitement as you head into the endgame, but this is exceedingly modest: Poirot sets a simple test of your deductive prowess, which is solved by doing just what you’ve done for the rest of the game, wandering around and looking at things, which is made easier by the convenient way items you haven’t yet sufficiently examined are printed in bold (after you’ve found everything there is to find, cracking the conundrum does require typing in a culprit for the mischief you’ve uncovered, but this too is exceedingly obvious, and anyway there are no consequences for failure). And then the story draws to a close.
It’s a lovely little thing, but I have to confess that – well, I’m not a Poirot fan. I’ve seen an episode or two of the David Suchet series and one of the Branagh movies, but as I said, I’ve never actually read any of the books, and wasn’t aware there was such a character as Captain Hastings until I checked on Wikipedia to see whether he was the game’s creation or original to Christie. So while I can certainly appreciate the happy ending he’s provided here, I still viewed all this coziness with something of the uncomprehending detachment of someone watching a Wertherite sob over a fictional character’s heartbreak – though unlike in that case, part of me was a little disappointed that nobody got killed, since I do love a murder-mystery. But corpses are a dime a dozen in Poirot’s career; evenings where he’s surrounded by affectionate children and shares a nightcap with a friend, I suspect, are rarer, and even our fictional friends deserve a little peace.