Enemies will barely respond to you as long as you're behind them, from which position you can quickly execute them in a quicktime event. There are a handful of stealth encounters where you have to evade patrolling demons, but these are undercooked. Like the historical plaques that have been scattered around the town for you to collect, they're there to pad out a full price game with no replay value that can be comfortably finished in six hours. Newspaper clippings and hidden notes provide background information on Ronan, his killer, and the world they occupy, but none of this information can be used to further your investigation. The vast majority of your time will be spent clicking on collectible items while walking to the next investigation scene. A whole city of people thinking the same thought about dead cops in the same voice. Then you realise that the majority of the characters in the game's small open-world setting-downtown Salem, Massachusetts-are both physically and mentally identical. Here, 'thoughts' are looping non sequiturs that make the world less believable, not more. You can listen to everybody's thoughts, yes, but few characters have more than two. Not only does it fail to present a satisfying mystery to solve, but its ghostly high concept hinders the experience rather than enhancing it. It's a great premise, but one that Murdered: Soul Suspect is singularly incapable of living up to. The challenge of creating an interactive mystery is augmented by a protagonist who can possess people and listen to their thoughts, walk through walls, and touch objects to see their history. As a ghost, he uses spectral powers to investigate crime scenes in the hopes of solving his own murder. It's an adventure game about a detective, Ronan O'Connor, who is killed in the game's opening moments. In this regard, Murdered: Soul Suspect sets a high bar for itself. Most games are binary by their nature you're right or wrong, you win or you lose. Mysteries are about fluidity of meaning-intuition, third options, non-binary solutions to binary-seeming problems. Detective games have always been difficult to pull off.
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