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Sherlock Holmes: The Silver Earring EN

Článok pre PC

We have the opportunity to chat with the project coordinator Serge Geraschenko from the Frogwares team about upcoming point-n-click adventure Sherlock Holmes: The Silver Earring.

To start a short introduction, please tell us something about yourself and the team you working with.

Hello to everybody.
Frogwares is an independent game development studio dedicated to creating high-quality, graphically rich and immersive games for adventure gamers. Our fist game "The Mystery of the Mummy" Adventure of Sherlock Holmes was made in 2002, distributed by Dreamcatcher Interactive in North America and Wanadoo Edition world-wide. In September 2003 frogwares released its second title "Journey to the Center of the Earth". Game is published world-wide by MicroApplication. Now we are working on new adventure game "Sherlock Holmes and the silver earring" trying to recreate as much as possible universe and unique personality of characters of Arthur Conan Doyle.

How many members does the team consist working on the Sherlock Holmes?

We have a team of around 30 people working on this project.

Have the critique for the Journey to the Center of the Earth satisfied you?

The feedback of this game is very good, we more 30 article and reviews of the game, most of them give very and very positive evaluation to the game.

Tell us something about the main story? Where your inspiration came from?

Story: In May 1897, Sherlock Holmes accompanied by Dr. Watson comes to a party organized at Sherringford Hall of Sir Melvyn Bromsby, construction tycoon. All guests were invited to welcome his daughter, Lavinia who has just returned to England. In fact, Sherlock Holmes was more attracted by the famous singer Gallia who was supposed to perform during this reception. It is rumored, that during his opening address, the host is to announce something of great importance concerning the future of his business. It is 11 P.M. People crowd near the bar. Sir Bromsby appears, accompanied by his chief associate, Hermann Grimble. He takes his place on the stage. He barely starts welcoming his guests, when suddenly Sir Melvyn Bromsby falls to the floor. There is a darkening red stain visible on his tuxedo right over his heart… The Guests panic and Lavinia Bromsby runs toward her dying father… Holmes decides to act quickly, not waiting for the police to come.

Inquiry begins: Why was Sir Bromsby so worried before he started his opening address? Lavinia Bromsby, his lovely daughter, is she so innocent? Who and what was the murderer trying to hide with this murder?

It is based on an original story written by written by a true Sherlock Holmes fan especially for us. We are thinking about including paper book in the box along with the game.

How important will dialogues with NPC be? Is the dialogues the main part of the game? Will it be non-linear?

It is Sherlock Holmes game, it is an inquiry, and there are a lot of witnesses, so dialogs are very important. Most of them are non-linear but we follow the story so globally there is some linearity.

Are you considering possibility to use some action elements? If yes, can you tell us some
example?

Yes, there will be some specials, stealth elements, etc. For example, timed sequences, or pass in the night near guards without being noticed. These elements are part of the story and will make our game different from other adventure games.

In adventure games where can we control two different characters, always game take the opportunity to choose the playable character. Can a player in game decide which character to command? 

Often the two friends (Sherlock and Watson are together). At this moment you can control only one character, but sometimes Sherlock would send Watson to other places with very important mission, in this case the player would be able to play Sherlock in one scene and Watson in another and switch between them in the middle.

In what ways will gameplay be different between this two characters? 

Two characters will have different tasks to complete, different people to question,
they will have different attitude and different animations. I would not say that gameplay would be totally different but you will surely make you feel the difference between Sherlock Holmes and Dr. Watson.

Does the Sherlock Holmes cooperate with the police? Can we meet the officers in the game? 

Sure, Lestrade is always nearby with his wrong ideas and theories, but sometimes - helpful information and some assistance.

Is the game divided to certain locations (like capitols), or is it only one day in life of Sherlock Holmes?

Yes, it is divided into 5 levels, having about 40 different locations. There are changes of day time and it takes Sherlock about one week to complete his investigation.

What locations can we see in the full game?

The main locations are:
-Baker Street
-Sherringford Hall
-Forest, ruins, and Richmond Abbey
-Cement factory
-Theater
And many other less important

Does the Sherlock use the same engine like in the Journey? Or is it a bit different from the previous one? If yes, in what ways? Can we expect more animation on the backgrounds?

Basically it is the same engine, but many things were improved since the last game:
-improved path-finding
-real-time weather effects (rain, fog.)
-more animation on background and more sophisticated animation of characters

How much time we have to spend with the game till we finish it?

We expect 20-25 hours of gameplay depending on the skill of a player.

Before releasing Journey you have released a playable demo, can we expect a demo before releasing Sherlock? When it will be?

Sure the gamers will get the demo before going to buy the game. We will provide the demo in the end of summer, the game will be realized world wide in the first week of September.

Is there anything you want to say to our readers?

Thanks to all of you who play our games. We hope that you will enjoy this game also!

All the best regard from Frogwares’ team


napísal spacejunker 20.4.2004

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