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About the StoryNew Losago, 1929 - a town full of creeps, clowns, mobsters and, if you know where to look, the occasional honest citizen. Guide private investigator Lanson Rose through a series of puzzling cases: solve the city's liquor supply problem in "Speakeasy Street", track down a missing food scientist in "The Big Pickle", and investigate strange goings-on under a dilapidated mansion in "A Study in Squid".
Nominee, Best Game; Nominee, Best Puzzles; Nominee, Best Individual Puzzle; Nominee, Best Implementation; Nominee, Best Use of Innovation; Nominee, Best Use of Multimedia - 2016 XYZZY Awards
1st Place overall; 3rd Place, Miss Congeniality Award - 22nd Annual Interactive Fiction Competition (2016)
Rock Paper Shotgun
"Overall: silly, noir-themed goodness that never takes itself terribly seriously. The presentation captures some of the appeal of a parser, but with the accessibility of a choice-based game."
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"What I love about Detectiveland is its commitment to videogameness. It revels in being a little hokey, throwing in gags about 1920s gender roles, mafia stereotypes, speakeasies, and even a reclusive horror writer who is clearly a massive racist."
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Following Freeware - November 2016 releases
"The overall setting of Detectiveland is a noir detective thriller in plain black and white, but presentation is very much tongue-in-cheek."
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"This is a visual and aural presentation that pops: pretty graphics, some era-appropriate tunes, a clattering typewriter font, Detectiveland has been polished to the hilt. The core story is fun too, with no cliche of the genre left un-mined. Femme fatales, dangerous gangsters, corrupt politicians, it's all here."
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The Breakfast Review
"It recognises its tropes and it adopts a rather humorous attitude towards them without actually mocking them. We're here more to laugh with the tropes than to laugh at them. In addition, the presentation is delightful, with the typewriter font and the background music and the little snapshots showing the characters you converse with."
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|Average Rating: |
Number of Reviews: 6
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Most Helpful Member Reviews
Play-wise, it's a puzzle adventure, but rather than typing into a parser, you're given a few options to click on depending on context. I've seen Quest games do this sort of thing before, and it makes the game feel a little like one of the 90s' era adventures like Day of the Tentacle or the Monkey Island series. The positive of this approach is that you don't have to worry about syntax; the negative is that it's harder to come up with a surprising solution to a puzzle, since all the options are presented to you right off (the 'just try everything with everything' problem.) Detectiveland manages to pull off some neat tricks here, though--in particular, the last puzzle of the case I played, "The Big Pickle", hit right in the sweet spot for me, not too baffling but clever enough that I felt smart when I realized the solution.
Witty, stylish, and lots of fun--highly recommended!
The puzzles are not bad considering the format; even though it's easy, one can't just mindlessly click through the game. I especially enjoyed the one in the Italian restaurant. And while the game can't be made unwinnable, what most would consider to be the best ending (out of three) does require extra foresight and can be put out of reach if you're careless.
I wanted to like this even more than I did. Every aspect is above-average and well-polished. While it was neither funny enough nor dramatic enough to be among my favorites, I would recommend it to anyone who likes the genre.
Music, sound effects, and visuals all work together to provide a compelling and tight experience. The writing voice is strong and firmly in line with the hard-boiled potboilers of detective fiction, while avoiding the blatant sexism and nihilism that pervaded noir.
There are many laugh-out-loud moments throughout the piece, and some of my favorite endings are the "bad" ones, which aren't differentiated outside of your experience. They all end the same, but the last moments, as chosen by the player, are relevant and and meaning.
The puzzles were a nice touch, and show a way for twine-like pieces to recreate classic "do what with what" puzzle design. Some of them were a bit obtuse at first, but the game aspect is very forgiving, and it's easy to attempt again. The game aspects deviate from classic IF in not being cruel; the game state can't be made unplayable.
This was a satisfying detective romp, and it's obvious why it won the 2016 IFComp. Very recommended.
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