Antony & Cleopatra: Case IV: The Murder of Marlon Brando

by Travis Moy

Experimental Multiplayer Murder Mystery
2023

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Antony and Cleopatra review, February 2, 2024
by EJ

The Sherlock Holmes: Consulting Detective gamebooks have spawned a whole genre of multiplayer games where the players take the role of detectives provided with a number of leads; limited to a certain number of actions per day, they must decide what to follow up on and hope they manage to get enough information to solve the case. These games generally end with a quiz asking not just about who the culprit is, but about a number of other particulars surrounding the case, to see how much the players have discovered or deduced. Antony and Cleopatra is an attempt to bring this genre into the realm of multiplayer IF; it’s an ambitious and interesting attempt, but not, I think, an entirely successful one.

Rather than emulating Sherlock Holmes, Antony and Cleopatra take their cues from Nick and Nora Charles, but the chemistry and charm that have made the Thin Man movies enduring classics are largely absent; the influence is obvious mainly in the staggering amount of drinking on the job that the characters can do. Characterizations for the protagonists are fairly thin and their interactions with each other are minimal. This seems like a missed opportunity—Antony and Cleopatra are colorful figures with well-established pop-cultural personas that seem ripe for some engaging repartee in the interstitial scenes between investigative activities. But the only moment in the game where this comes through is the bit in which Antony has to explain to Cleopatra why a jewelry store being named “Blood Diamonds” might be off-putting, as Cleopatra thinks it’s only natural that diamonds should be paid for in blood. I would have liked to see more moments like this one—more character interaction, more dry humor wrung from the absurdity of these two larger-than-life figures investigating a murder.

Antony and Cleopatra’s innovation with regards to the genre’s traditional gameplay is to add investigation sequences where both players are offered dialogue options to question people connected to the case, but the lack of distinction between the two characters here is disappointing—sometimes you can get the same question worded slightly differently, but only slightly. In combination with the lack of focus on developing the characters and their relationship, the lack of any game-mechanical difference makes the two-protagonist conceit feel somewhat pointless. In fact, since you always have time to ask all possible questions and it makes no difference who asks them, the interactivity isn’t doing much for the investigation scenes in general.

There are a number of different approaches one could take here, any of which I think could have been effective:

1. Dispense with the two-PC conceit entirely and make the whole experience more like playing Consulting Detective with your friends, where you’re not really controlling multiple distinct characters, just trying to hash out among yourselves where you should focus your investigative energies. As in SHCD, make the investigation scenes static passages; have the planning sessions be the bulk of the actual gameplay and rely on discussion between players to keep them engaged otherwise.

2. Conversely, take inspiration from some of Consulting Detective’s successors that were actually designed as multiplayer games (unlike the original) and make the characters mechanically distinct. Give them unique investigative abilities (with limitations on when and how often they can use them); give them actually distinct conversation options; have them notice different things. In IF, this is an opportunity to work in characterization in a way a board game can’t, but honestly, in my experience, if you give players the mechanical distinctions, their imaginations will often fill in the rest.

3. Go the IF sleight-of-hand route and keep the two characters mechanically identical, but give them very distinct personalities. The player may always get the exact same information in the end, but the initial formulation of the questions is so different that it seems like it matters which PC is asking what. The illusion would fall apart on replay, of course, but SHCD-likes (if you will) usually aren’t replayable anyway.

The mystery itself also didn’t quite work for me; maybe there was something I didn’t find, but as far as I can tell, you’re meant to solve it by noticing a single discrepancy that you can’t in any way follow up on and extrapolating the whole situation from there. I understand SHCD cases usually did require some leaps of logic (which I presume is part of the reason that it turned into a multiplayer event when it wasn’t designed as one—more likely that someone in your group will make the right connection), and my preferences here are probably shaped by having spent much more time with recent games like Detective: Modern Crime than with the original. But I would argue that what’s fitting for a game based on the controversial deductive style of Sherlock Holmes doesn’t feel so natural elsewhere, and in an interactive mystery I do prefer having firmer grounds for my conclusions.

On a technical level, the experience is smooth, and that's an impressive feat in itself. But gameplay-wise, this game feels to me like it makes just enough changes to the formula to introduce new problems without fully committing to the strengths of the new medium.

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1 of 1 people found the following review helpful:
And Now I Have a Nemesis, January 6, 2024
by JJ McC
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

During IFCOMP judging, I consider myself pretty disciplined about embargoing spoilers or opinions of other reviewers prior to publishing my own. Towards the end I gradually, then increasingly frenzied, read reviews of entries I’ve already published. I’m pretty good at glazing my eyes when I detect titles I haven’t played/reviewed yet. Certainly, I don’t read WORDS. LINKS though… those damn light blue bastards cut through my self-imposed fog quicker than I can back-link away.

Damn you to a fiery hell of a thousand suns @EJoyce !!! In a review of this game, WHY OH WHY did you cite Detective: A Modern Crime Boardgame??? WHY DID YOU HIGHLIGHT IT IN GLOWING NEON BLUE??? Which you did deliberately, don’t play coy! I had forgotten I glimpsed it, which reviewer I was catching up on, but as soon as AnC4 fired up I KNEWKNEWKNEW a) that I had in fact seen it; b) that it almost certainly had to be in a review of this game; and c) I WOULD BE ABLE TO THINK OF NOTHING ELSE ITS ENTIRE RUNTIME. Obviously, I have since tracked you down, @EJoyce, before you can escape judgement for your crime! You may face justice, but I have to live FOREVER with the stain on my integrity.

Damn you even further @EJoyce because you are RIGHT to invoke it.

For the uninitiated (which @EJoyce probably already brought you up to speed, but Imma do it just in case), D:MCB is a card-driven, cooperative mystery game, where you play your investigation over several game days. It owes big parts of its gameplay to the prior boardgame Sherlock Holmes, Consulting Detective. You select clue cards that provide leads, interviews, forensics (and red herrings), and that take a variable number of hours from your timer. At the end, you answer a questionnaire whether you think you’ve solved it or not! I don’t know if it was an inspiration for AnC4, but they sure share DNA. And why not? It is great DNA! My family and I play a scenario most holidays and have great fun putting up mind map boards with yellow stickies and colored yarn. Our hit rate is pretty good, but far from perfect. Our favorite was the LA Crimes scenarios - they were fun mysteries but also tied into a kind of fun-bonkers overarching plot.

I digress. When I first fired this game up, AFTER MY CRISIS OF INTEGRITY, I nearly shut it down thinking, ‘this would be great to play one weekend with my remote son!’ Sadly he was unavailable through the span of IFCOMP23 judging so with great reluctance I solo play/dual screened it. This is very much NOT the best way to enjoy this game. I mean, its fine? It’s just, the table talk/wild speculation/jockeying for pet theories and lines of inquiry, that’s part of the fun. Not covered in this review.

The dual screen conceit had its charms though. From my god’s eye view, I could see the text was slightly different between the two. It appeared to be flavor, appropriate to the character but not carrying different mystery information? Or even questioning options? That was cool, but would have been better if it had different info/options too! I was also hoping there would be opportunity to ‘split up’ and cover more ground, though did not seem to. Both of those would have been a nice tweak of the formula (though the latter could def lead to some post-game finger pointing! “What do you mean you forgot to mention the FINGERPRINTS??”)

The mystery itself was nicely broad - a wide array of suspects and possible motives. Some concrete clues to follow up on. The writing was clean and effective - it carried a bit of character for our dual protagonists, their Girl Friday, and most of the suspects themselves had distinct voices. Motives and opportunity were ably planned and believably trickle-revealed through interviews. As predisposed as I was to this PARTICULAR flavor of gameplay, I devoured it for sure. I didn’t do a great job establishing a strong theory, but I was missing my co-detectives. These things are kind of review proof in one sense anyway. Between probably chasing bad leads and insufficient cleverness, there are so many ways it could be my fault, I’ll likely never know if the mystery was ill-constructed. Sure didn’t feel like it!

I wish I could report that I got as far as the final poll then shut off, saving the spoiler to play again later with family. I was simply too Engaged to think of it until too late, and now that is lost to me. @EJoyce, somehow you are responsible for that too! It was a Seamless implementation of this mystery system, one I am deeply predisposed to.

The only off note for me was - why all the famous names and this bizarre Antiquity/Historical/Golden Age of Hollywood mashup? No, that’s not the question. The setting is delightful. The question is why not USE this inspired setting to advantage? D:MCB gives you shell characters, but with slightly different skills that may not encourage deep role playing, but at least give everyone something unique to bring to the mystery. Our protagonists here were mostly interchangeable, despite having a leg up name recognition wise to their boardgame counterparts! As it was, we could as easily have been sharing a single screen for game planning and execution. The protagonists are surrounded by an idiosyncratic cast of characters, but none of them (excepting perhaps Rasputin) evokes any fun connection to their namesakes. The mashup setting kind of faded into the background as the plot went on. Yeah I was talking to James Dean, but had little sense it was THAT James Dean. Were the famous names just mnemonics? That felt like an unconscionable missed opportunity to elevate the material in a fun way.

What? I already told you I was in the bag for this thing, I can’t ask for just a little more? Don’t answer that @EJoyce. You’ve done enough.



Aaand now I’ve read @Ejoyce’s review and it is a really insightful dive into the nuts and bolts of this game. A much deeper and more clear-eyed evaluation than my “Hey this reminds me of that thing I like!” take. Y’know what though? I DID really like it. But that review gives you more to chew on. Stinkin’ @EJoyce. Yeah, the irony of linking to it is not lost on me.

Played: 11/9/23
Playtime: 1.25hrs, finished, accused innocent person
Artistic/Technical ratings: Engaged, Seamless, penalty point for not fully leveraging fun setting
Would Play After Comp?: Well, I can’t now, can I? CAN I @EJOYCE???

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Consulting vice-president, December 4, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

A game with a title like this isn’t exactly crying out for another reference to throw into the mix, but nonetheless, I have to do it: the figure out what the game is doing, we shouldn’t look to Shakespeare or The Godfather, but to Sherlock Holmes. That’s because this multiplayer whodunnit, where the titular couple team up to solve the murder of Raytheon CEO Marlon Brando in an alternate-reality Washington DC, is largely reimplementing the classic board game Sherlock Holmes: Consulting Detective. This is no bad thing, let me hasten to add! I’ve been obsessed with the game ever since we had a copy of the video-enhanced original from back in the 80s (a part of the VHS-board game boom that is wholly regrettable save for the fact that it brought us Dragonstrike), since it’s such a unique concept in the boardgame arena: unlike other games in the subgenre like Clue, which abstract mystery-solving into abstract logic puzzles or deduction games, the cases in Consulting Detective are actual cases.

A few pages of read-aloud text introduce a crime, and then the players, working together, decide which leads to follow up on, picking suspects to interview, crime scenes to investigate, or contacts to visit. At each, another few paragraphs of text may reveal further clues, or indicate a dead end or red herring. And then, after time’s elapsed, the players are confronted with a quiz laying out the key questions for the mystery, and once they agree on their answers, there’s a final bit of story that tells them the actual solution and allows them to see how they did.
From that description it’s pretty clear that this is a species of analog IF, so it makes all the sense in the world to adapt the model to a digital incarnation. And implementing it as a multiplayer title is similarly a no-brainer: while other recent works of multiplayer IF have set up the players as directly or implicitly antagonistic, or given them asymmetric information to encourage cooperation, the player interaction here is purely about talking through the clues, developing theories of the case, and working together to solve the mystery. As a single player game, the relative mechanical simplicity would risk things getting dull; as a multiplayer game, it sings.

Antony & Cleopatra implements the model faithfully. The main investigative tool you’re given is a calendar that allows you to schedule suspect interviews or visits to key locations, with two slots available for each of the seven days you’ve got to solve the crime (the set of possible leads expands as you go, of course, and there are tools in the sidebar to remind you of who or what each is). Once a scene begins, you may just be given the relevant information or be told there’s nothing much to learn, but more frequently, there’ll be a list of questions or investigative avenues to pursue; these can typically be lawnmowered, but it does break up the wall-of-text issue that the board game sometimes runs into. There doesn’t appear to be state tracking – at one point, we noticed that a character had just told us something that contracted what someone else had said, but there was no option to call them on it – which is a little odd, but does mean that the players, rather than just the characters, need to be alert about the clues they’re gathering.

The game also departs from its inspiration by offering a few minor multiplayer-specific mechanics. The two players need to agree on which leads to follow, and that they’re finished with an investigative visit, before the game will move on; similarly, you of course need to reach unanimity on the end-of-game questionnaire laying out your ultimate theory of the case. The most game-like mechanic is the dialogue options specific to each character; while it doesn’t matter who clicks on most topics, a few are marked with an A or a C to indicate that it’s available only to Antony or Cleopatra respectively. It appears that these always are offered in analogous pairs, and the choice of which character should take lead seems to roughly correspond to a good cop/bad cop split, with Antony generally taking a more direct approach than Cleo. It also appears this is largely a cosmetic difference rather than one leading to dramatically different clues being revealed, but even if it’s largely superficial, it’s still a pleasant reminder that there are two distinct characters here, not a single blob being jointly piloted by the two players (although since they are always accompanied by an FBI agent sidekick as well as a half-dozen royal bodyguards, actually there is more than a little blobbiness). Impressively, as far as I could tell there’s actually quite a lot of variation between the text the two players see; while key clues seem to show up in both, Cleo tends to be more perceptive about interpersonal dynamics, while Antony (who’s the Vice President of the US, by the way – don’t think I mentioned that!) has a deeper understanding of everyone’s social and political positioning. As a result, comparing notes on impressions and theories is richer than it would otherwise be.

So much for the systems – what about the setting and story? As to the former, it’s a fun mash-up of 50s Hollywood with Ancient Rome, and serves as an enjoyable romp through the sights and sounds of DC, but I couldn’t help but wish it went a little deeper. If there’s some underlying logic connecting these various inspirations, it’s not foregrounded, and while this odd juxtaposition could make for some wackiness, the game generally plays things straight; there are a few good jokes here and there, but when Cleo doesn’t even make a comment about visiting Alexandria, VA, it feels like a missed opportunity. Similarly, it sure seems like a game that puts President-for-Life Julius Caeser in charge of the US and then has a plot hinging on the murder of a defense contractor should have something to say about the military-industrial complex. It also doesn’t really go into the alternate-history aspects; if Napoleon is the French Ambassador to the US in 2021, I’m guessing that the early parts of the Long 19th Century must have been very different in this world, but we don’t get even a whiff of that. I got the sense that the pop-culture stuff was mainly just used to make the names of the characters more memorable – it’s way easier to recall that Audrey Hepburn is the new Raytheon CEO than if it were some rando, to be fair – but the game’s refusal to play out the implications of its choices sometimes frustrated me. The depiction of DC, meanwhile, is generally quite good, though there are a couple details that suggest it wasn’t written by a native (despite being the home of a university, Georgetown sadly doesn’t really have the boho vibe it’s given in the game, and rich neighborhoods not having sidewalks is far more of a California phenomenon than an East Coast one).

As for the mystery itself (he says, a thousand words in), it’s pretty good, neither too simple nor too complex. Industrial espionage, national security, and sordid personal affairs are all in the mix, and while the time limit is relatively forgiving and it’s not too challenging to suss out the basics of what’s going on, the story’s sufficiently twisty to make for fun conversations between the partners. The case is faithful to most of the ones I’ve played from Sherlock Holmes: Consulting Detective by having at least one element of the solution feel like it requires a big leap of intuition to get right, but that’s probably the right balance to strike; getting ¾ of the details right is in some ways more satisfying than either being completely ahead of the game, or floundering.

I’ve been a little down on the game here, as is my wont, but that’s largely because I think this approach has a lot of potential that’s only been partially realized in this particular case. If there is a Case V, I hope it marries the setting more deeply into the mystery, and perhaps takes a bit more advantage of the digital medium to offer some more involved mechanics – I actually missed the vintage newspapers, London map, and telephone directory that in the board game offer some additional avenues of finding leads beyond just picking who to interview next. All that’s forgivable in a first instalment, though; Antony and Cleopatra’s unique and enjoyable, and well deserves a follow-up.

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Multiplayer mystery with boardgame-style gameplay and characters from history, November 22, 2023
by MathBrush
Related reviews: about 2 hours

This game is not archived, but I’m only reviewing it by request. (although technically it’s open on github so I guess that’s the same thing!)

There have been several multiplayer IF games in recent years, many of them by this author. Approaches to multiplayer IF have varied; there are parser games where codes must be passed back and forth and collaboration is key; twine games where codes are passed back and forth but no other communication is meant to be made; and games like this that utilize a server.

This is a very well written and technically proficient game. I think I’m going to divide my thoughts on this game into three areas: the story/writing, the mechanics, and the multiplayer aspect. Because this game works well and the author is proficient, I’m going to be a bit more critical than I would with a newer author, since I think this author values thoughtful criticism (and I hope I’m thoughtful!)

Story and writing

The main storyline is that you are Antony and Cleopatra, with Antony being the Vice President (I assume of the US) and Cleopatra being the Queen of Egypt (I wonder what it would be like if the vice president in real life was married to a monarch of another state. That’d be pretty interesting!). The two of you have been asked to solve the murder of Marlon Brando. You have around two weeks to gather clues, conduct interviews and investigations, and to make an accusation.

The story has varied suspects with differing motivations and interests. I’ve played a lot of other detective games where everyone just kind of blends together, a lot of rich white british people who have no distinguishing characteristics. But in this game, each character is very different. Interviewing Rasputin was memorable, and Vitruvius was very different from James Dean, who was very different from the General.

You’ll notice all the names are taken from famous characters in history. That’s part of the conceit here; kind of like Clone High or Fate Grand Order (neither of which I’ve watched or played), all of the characters are characters from history, modified to fit into a single scenario. For instance, Marlon Brando and James Dean both work at Raytheon.

This is clever, but to me the influence of the character’s historical figure is like La Croix; it’s not really there, just a hint of it. For most of the characters you could have swapped them with some other historical figure and there would be little difference. If it has been Queen Victoria instead of Queen Cleopatra, much of the game could have remained the same, outside of the Blood Diamonds bit. James Dean could have been Timothy Chalamet, etc. The only character that seemed heavily influenced by their historical counterpart is Rasputin. For the others, it mostly seemed like the name was just tacked on with a reference or two (Napoleon’s coat) with the mental associations meant to be developed by the reader.

But that’s not to say the characters aren’t developed; they’re very well developed! Just not in ways that strongly justify the unusual character choices.

The storyline itself was really interesting, and I liked seeing how things developed out and new storylines emerged.

Mechanics

You’re given a calendar with several blank days, each day with two appointments to make. You can schedule interviews or visiting locations (I thought you had to do one of each at first, but later I doubled up on appointments once I realized you can do so). Once in a meeting, you can mostly just click every link, although there are occasional choices you can make that make a difference. So the real strategy lies not in each individual interview, but in which interviews to schedule.

I found that satisfying in the long run, as time began running out and I had to guess which meetings were most important to schedule.

I’ve mentioned before my informal classification of mystery IF:

1-Have a standard puzzle game that happens to be about murder mystery, with solving the puzzles leading to solving the mystery. This is like Ballyhoo.
2-Modelling evidence and clues in-game, which have to be combined to form a solution. This is how Erstwhile works, and most of my mysteries.
3-Collecting evidence through puzzles and conversation and then having a quiz at the end (where you have to accuse the right person). This is how Toby’s Nose works.
4-Collecting physical evidence and showing it to someone, being able to make an arrest when you have enough evidence.

This is a type 3 murder mystery. At the end you have to pick who did it and why.

I got it wrong, mostly because I psyched myself out about a character I hadn’t had a chance to interview. But the solution was logical!

Multiplayer aspect

I played this game twice, first as part of the Seatlle IF Meetup and then again on my own.

In the meetup, we only got through the first day after 30 minutes of playing. On my own, it took me over an hour to finish.

Overall, I usually play IF around other events in my life like meals, childcare, work, tutoring, etc. and so it’s pretty hard to find time to meet up with others to play IF. That’s why I tend to prefer multiplayer IF that has small amounts of text and short gameplay (like Ma Tiger’s Terrible Trip by the same author).

This game has a lot of text and long gameplay! There was also one time while (when playing with two browsers on the same computer) it said I was losing connection and might have everything reset without saving.

That says to me that this type of game may be more appropriate for a ‘multiple people in one room’ setting, like a TTRPG or boardgame, but digitally.

This feeling was strengthened once I realized that there’s not really special abilities for each of the two protagonists or information only one receives. There are certainly little details here and there and there are some witnessses where you get substantially different options, but by and large most of the multiplayer aspect is ‘do the two of you agree on this course of action’, which again to me sounds better for a cooperative game played by people in the same room.

Overall

This was a strong game, well made, and I enjoyed it. The multiplayer aspect and the historical figures weren’t compelling to me, and I believe the game could have retained much of its enjoyability without either one. But I’m glad it encouraged me to work with others and I’m glad I spent time with this.

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- Edo, November 6, 2023

- Jade68, October 11, 2023

- Zape, October 9, 2023


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