The date is July 13, 1954. A new case comes into your P.I office, by way of a frantic call: “It’s coming!” it says. Your partner traces the call to the remote Mnemosyne Asylum. Once there, you witness a man propel himself out a window – was it suicide or murder? The man is Dr. Crow, resident Psychiatrist who treated an interesting cross-section of mental health patients. The dilapidated building that houses the asylum had a fire a few years back caused by one of the asylum’s patients, Zed, and somehow the mental hospital still exists. Zed, a schizophrenic, is suspected in Dr. Crow’s death, as well as the demise of another resident. He may also be the one who caused a nurse’s mental breakdown. Yet, there is a mysterious dark figure roaming the halls, striking when you least expect it…is it Zed? You must solve the 9 Clues to find if Zed is responsible, before you become the shadowy figure’s next victim…
9 Clues 2: The Ward is a sequel to the most excellent 9 Clues: the Secret of Serpent Creek, and it too hits out of the park. It follows a similar tone to Serpent Creek in terms of graphics and gameplay. The graphics were right up my alley – clean and bright for a dark-themed game. There is the clever “search the clues” aspect that we have seen before in Serpent Creek, but is still interesting. You play detective by scanning the crime scene for 9 clues, then you are charged with figuring out how they fit into a proper sequence of events. A deduction scene then plays where the crime is played back. This device reminded me a lot of the Sherlock Holmes games I’ve played in the past.
Beyond that, the hidden object scenes and puzzles in The Ward were similar in nature to what we have seen before, but they were still fun. If I have any gripes, it would have to be the wooden voiceover acting (you’d think they would have learned their lesson…). That aside, it’s the unusual and suspenseful story that 9 Clues 2: the Ward tells that made me want to see how it ends.
9 Clues 2: The Ward