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Sherlock Holmes: Crimes & Punishments Live Now
Congrats everyone - the game is now live in retail stores and for download on PC, PS4, Xbox One, PS3 and Xbox 360!
I have few reviews to share but there are much more. Feel free to add your own opinions of Sherlock Holmes: Crimes & Punishments!
The frontline of pc gaming underlines an 'Amazing Show of Freedom' with 9.5 score out of 10:
Crimes and Punishments sets out to make a name for itself not just for fans of mystery and crime drama, but for anyone looking for a truly thought provoking game that tugs at the player's sense of morality as well.
http://www.hookedgamers.com/pc/sherlock_holmes_crimes__punishments/review/article-1333.html
Strategyinformer compliments our years of experience in crafting games that focus on the exploits of the legendary detective awarding 90 out of 100:
Crimes and Punishments resolutely stands as the most accomplished and polished take on the Baker Street sleuth that developer Frogwares has created so far. Minor niggles aside, Crimes and Punishments captures the thrill and excitement of playing Baker Street’s finest better than any other game on the market.
http://www.strategyinformer.com/pc/crimesandpunishmentssherlockholmes/2429/review.html
Even if we do not really speak fluent German here, numbers speak louder than words -- 85 out of 100 Echtes Detektiv-Feeling:
Mit seinem flotten Spielfluss, den abwechslungsreichen Schauplätzen und einem einzigartigen Detektiv-Feeling schafft es der britische Schnüffler, seinen bisher besten Auftritt als Spielfigur hinzulegen. Ein Ausnahme-Adventure, von dem sich jedes Detektivspiel eine Scheibe abschneiden sollte.
(It should be something like "With its sharp game pacing, its varied environments and its unique detective feeling, the nosy British detective enters his best entry; an exceptional adventure which each investigation game should take inspiration from".)
http://www.gamestar.de/spiele/sherlock-holmes-crimes-and-punishments/test/sherlock_holmes_crimes_and_punishments,49115,3078416.html
The last but not the least that's a "cracking adventure game...criminal to overlook":
That's it for today, thanks for following and supporting us!
Sincerely yours,
Olga Ryzhko
Sherlock Holmes: Crimes & Punishments Voicing
September 08, 2014
Hello Everyone,
There is a beautiful time now here at the studio – we are just few weeks before the game goes LIVE! It’s exciting (IT’S COMING!!) but also a little bit sad (IT’S OVER!!) and terrifying (WHAT THEY GONNA SAY??). We definitely had wonderful 3+ years while working on Crimes & Punishments; our new baby is on its way. Looking back to all this time I can say we did a huge work! Just check this out:
Sure thing we love all our games but this time it’s all about quality. With Mystery of the Mummy, our first Sherlock Holmes game, there were 300-400 polygons in our protagonist’s head mesh. The number went up to 1,500 – 2 000 for The Testament of Sherlock Holmes. Today we speak about 5 000 polygons for Crimes & Punishments! D E T A L I Z A T I O N that’s the word that describes our 14 years of development. Our characters now have more face bones, those points that control specific parts of their faces. Not that our characters didn’t have their skin or eyes before, but we now also added the so-called wrinkle map– his face expression is now changing along with all those little lines every time our detective frowns or opens his eyes wide.
Once done with setting all the little things up (they are actually huge), it comes to the post-processing: lipsync and emotions. Every word said influences facial gestures – this change is partially processed automatically. However our engine is the soulless machine, it doesn’t recognize the meaning of our phrases, our emotions, tones, etc.; our animators have to process 3 hours of dialogs manually.
So here it goes: create the concept and then 3D model of the character; setup the materials, add some bones, create the animation, create the text, teach your character to utter your text (that’s the actual lipsync), create the emotions, add cinematic so that your character moves and speaks at the very precise moment… your character is now ready to rock! Oh wait – you have to repeat all of the above for other languages (starting from the teaching part) if you want your character to speak also German, French and Russian. Oh look – the 4 seconds English phrase doesn’t match the same in French, they use more/less words to say the same phrase. Let’s call on to our animators to fix the lipsync and adjust the emotions. They’d better consult some foreign videos to more or less closely match the things. Single language takes 3-4 months for our animators to process, which makes it almost a year to add 3 more languages.
Here is some basic calculation:
In total there are 3 hours of dialogs in Sherlock Holmes: Crimes & Punishments with 15 people involved in development. It took them 2,5 years to create our characters and animate them. Its 37.5 years of man/work spent on researching, prototyping, preproduction, production, debugging and polishing:
There are also actors to play and huge work to do that I referred to some time ago.
It’s tricky now: we are happy with what the game shaped up into compared to the previous adventures of greatest detective; however by increasing the quality of the game, our flexibility decreased :-(
Sherlock Holmes: Crimes & Punishments arrives on September 30th to PS4, PS3, Xbox One, Xbox 360, and PC. Game audio aka voicing is available in English; game interface and subtitles are available in English, French, Italian, German, Spanish as well as Czech, Polish, Russian, Ukrainian, Korean and Japanese.
That’s it for today! See you soon!
Sincerely yours,
Olga Ryzhko
Sherlock Holmes: Crimes & Punishments Streaming Day
As Sherlock Holmes: Crimes & Punishments is heading towards the release we are happy to announce Streaming Day!
What: Sherlock Holmes: Crimes & Punishments, The Fate of Black Peter
When: Thursday, August 28th 2014
Where: Major gaming websites
They say journalists, big fans of the greatest detective, have already received a preview version of Crimes & Punishments for a stream session. They are ready to share it LIVE tonight:
Jeuxvideo.com will stream at 6.00 pm gmt+1 on http://www.jeuxvideo.com/gaming-live/tv01.htm
Gamestar.de will show 20 minutes of Let’s Play going live when it’s ready at http://www.gamestar.de/
IGN UK will also do a Let’s Play later tonight at https://www.youtube.com/user/IGNGameplay/featured
Follow your favorite channels and do not hesitate to ask your questions or help them break the case!
Sherlock Holmes: Crimes & Punishments will be released on PlayStation4, PlayStation3, XboxOne, Xbox 360 and PC on September 30th, 2014.
Voice & Sound Recording for Sherlock Holmes: Crimes and Punishments
July 2, 2014
Hello Everyone,
As our development and QA teams are super busy submitting the game to Sony and Microsoft (fingers crossed it goes smooth!), I suggest we leave them in piece and speak about something that is fully completed, i.e. Voice and Sounds Recording. In Sherlock Holmes: Crimes and Punishments game design and game audio can hardly be separated.
Game audio usually starts with a deep understanding of the game itself, not at the very first day of production of course but somewhere when we have a pretty solid idea of the game itself, its gameplay and mechanics – when we know what kind of emotions we are looking at. I agree that it’s not that complex with the 7th Sherlock Holmes game in production; we do understand which type of music is required – remarkable to say the least. Not that I can prove my words for now but you saw our trailers – we take it seriously. :-)
Our sound designer has the complete freedom for his work, well maybe this freedom is kind of limited by the Game Design Document indicating the exact places where the music has to be emotional or the parts where it has to be of high intensity. The main idea is that every sound should be particularly integrated with the game itself. Sound designer starts as soon as the very first location is confirmed by the game designer; he usually starts with the ambient sounds. This would be the wind, the movements of the trees, the birds singing, etc. He then adds the so-called point sounds – all the movements of our characters when interacting with objects. 3D and wow-moments follow next. Atmosphere cherished by the entire team flows into the game music; or it’s the music that flows into the game – this is something we cannot decide here.
While game producer fights for the bell sound that should really whip up the tension and even hysteria for the players, our writers continue rewriting the game dialogs. At some point we need to stop them because sky is the limit; they will still try to change the texts twice or three times but we do not tolerate this.
Here comes the casting for the voicing. It requires the description of each character, their portraits and our vision of them:
That's how Mycroft Holmes looks in the real life!
The lovely people of the voice-over agency offer several actors that they think will fit our characters. Actors who usually work in theaters, movies, radio plays record few lines of dialogs so that we choose wisely. There go tons of discussions/fighting and finally we find a compromise:
Nick Brimble and Kerry Shale as inhabiting Dr. Watson and Sherlock Holmes roles
The not-so-exciting phase of planning, timing and word counting follows next. The exciting one is to travel to London for the recording! Our actors are super talented and experienced; they do not need the rehearsals – they play on the fly, sometimes voicing several characters. However it’s the game producer who knows the context of their lines and who makes sure they do not add the words of their own. Producer is following their emotions, tones, roles, etc:
Sorry, it was filmed secretly!
Once the recording is done, the agency sends it our way. We check that all the files are properly named and nothing is missing – usually not but sometimes we need to redo the things. It’s not that great to rerecord because the actor voice may slightly differ from the initial one, there may be another distance to the mike and you may notice it (though it’s a job for our sound engineer). This is why it’s important to prevent our writers from last minute changes :-)
Please excuse the quality!
On the whole this recording is super fun, it makes everyone happy, especially that its not that frequent for the UK actors unlike those from France or Ukraine.
The lines then go to our cinematic guys who match the voicing with the emotions, animations and characters. There is also a complex lip synchronization that matches our characters’ lip movements with the spoken vocals. Lip sync belongs to the post-production and can be adjusted and improved unless we force the guys to stop.
That’s it for today, stay tuned and I will show you more!
Sincerely yours,
Olga Ryzhko
Sherlock Holmes: Crimes and Punishments At E3 2014RoundUp
June 18, 2014
Hello Everyone,
I suggest we start with a quiz today:
- Which game according to Jeux Video is the Best Adventure game of #E32014?
- Ok, I agree, it’s an easy one :-) We are happy, honored and humbled to receive this award:
On the whole, during three days at the show we’ve made like 20 press meetings seeing both digital and printed media, as well as TV and radio channels. It was indeed a crazy time there. Here is a small round-up of what came from the West Hall of E3 show:
I start with E3 Trailer, what if someone missed it?
The demo was showed at Focus Home Interactive booth:
Blood Bath, that’s the one I speak of:
The case is something like 3 hours long, the meeting is 30 minutes short, including the Nice To Meet You and Thanks for Coming small talks. How does one make it into 30 minutes? You skip! The intro and outro, the cutscenes, the dialogues, the puzzles, everything, jumping in between the case showing as much of gameplay as possible. Not sure if it worked well for all of the journalists though.
Maximum Games, our US distributor, proved to be the masters of booth decoration. I had no idea they were going to do something like this:
You can check out a few of the write-ups that I am aware of. We’ll be sharing more links as they go live, so keep an eye on our Facebook:
jeuxvideo.com – Best adventure game at E3
joystiq.com - One feature separates [Crimes & Punishments] from much of the mystery pack, however: You can get things wrong.
worthplaying.com – Crimes and Punishments is shaping up to be a great adventure game. The deduction board means you actually have to solve the mystery, not just select the right clues until you hit the jackpot.
It was a nice surprise to see Sherlock Holmes featured in E3 Daily magazine:
Honestly, we are very proud to have been a part of such a big gaming event like E3 2014!
Sincerely yours,
Olga Ryzhko
Thanks Windmaedchen for this amazing strip! What’s your favorite moment in the game?
Sherlock Holmes Tech Support Guy
May 19, 2014
Hello Everyone!
They say you want to know more about Frogwares team and feature every-day things from our life, don’t you? Well, you kind of met Serge, our project manager, you know Igor, who is responsible for all the puzzles out there, you know me :-) and here is an artistic photo of our Art department:
(No, there are no bosses here, only talented people.)
And today I would like to introduce you to Artyom Kravchenko aka Helpdesk aka Frogwares Tech Support Guy. Here Artyom is arriving to the office today:
(Who says its only Mr. Holmes to have the adventures here?)
Artyom has joined Frogwares loooong time ago, he knows all Sherlock Holmes games from the inside (not THAT detailed like our QA team but still) and it is him who receives all the emails sent to Frogwares. The most common one is – The Game Does Not Start – but this one is easy even for me: if it doesn’t start – check your Physics or Tages. Oh by the way, when the game doesn’t work properly - never email tech support guy without Dxdiag file attached to your message ;-)
Second most common kind of emails Artyom receives on the daily basis is connected to the gameplay issues. Usually a link to the walkthrough is enough; a huge work was done by our dear Gameboomers, they have all Sherlock Holmes games walkthroughs out there. Funny thing is that I do use their walkthroughs as well sometimes and was already searching for their help on Crimes & Punishments once or twice – it turned out they don’t have it yet).
Some players email support because they are stuck due to the bug in the game. We spend years on testing the games but it happens sometimes. Good thing there are very few bugs in all Sherlock Holmes games.
The most favorite are kudos praising the games, Artyom usually smiles lovely and shares them with the whole team – one cannot even imagine how touching it is to read your warm words, so do send more!
On top of that, Artyom is a one man band here so he combines the helpdesk with sysadmin and netadmin and any other administrator jobs available out there who is responsible for literally everything. They say that a good system administrator should relax and enjoy his time at work because when he does – it means everything and everyone are working properly. It also works the opposite way - when he is running around like mad, everyone chills out at the porch – nothing works. Well we are happy because our computers are up and running, our network is secure, and the printers are jam-free. Why? Because we’ve got an awesome sysadmin!
And you know what – lets say it all loud -- HAPPY BIRTHDAY, DEAR ARTYOM!
Sincerely yours,
Olga Ryzhko and Frogwares team
Fanart, Fanfiction and Fun
April 29, 2014
Sherlockians!
Do you have art inspired by Sherlock Holmes? By Sherlock Holmes games, you say? We’d love to see and share all of your awesome creations! Email me olga.ryzhko (at) frogwares (dot) com and wait to see your fanart appearing right here!
Today, I am happy to share this amazing strip by Windmaedchen featuring the world's most famous consulting detective with his stalwart partner. Though I forgot the episode which has inspired Jannie for this, mind to help?
(You can click the image to enlarge it.)
You may be thrilled to know that we have agreed with Jannie that she would deliver more and more strips to us on the regular basis! If anyone feels like joining the ride, please do ;-)
Meanwhile we thank Jannie for her talent, ideas and inspiration!
Sincerely yours,
Olga Ryzhko
Tiled Material in Sherlock Holmes: Crimes and Punishments
April 24, 2014
Hello Everyone,
Remember the tiled textures we spoke of when discussing that we no longer can afford using huge textures in the game? Of course, you don’t – it was back in October :-) so here it is once again: http://tmblr.co/Ztc2BtyK47Rx
Today I want to show you how we are building that gorgeous London and its surroundings on the fly while staying here in Kiev. It’s a bit technical and might be an interesting watch for all those ‘younger’ developers who are just looking into making games and sorting things out.
This is something that guys here call Tiled Material – one can easily change both the textures and factures of the objects; creating a great amount of unique environments.
I explain what is happening here for those of you who expects a climax or something in this almost 3 min video.
Look we have this wall, right? It’s flat, it’s identical, it’s boring. Here is how we can make it live and real:
With vertex painting (don’t ask) we can combine textures, factures and the masking. So in the video the bricks 0 and 1 are the textures, 2 – the facture, while R and G are the masking. Combining all the above, our level modeler gets the new rich-in-details wall, you can see the old tiled textured wall on the right.
It’s like explaining the trick, isn’t it?
Let’s try it once again with the door from the video:
0 – the wooden door
1 – the painted door
2 – attrition on the surface
3 – metal parts on the door
While R, G and B are the masking.
On the right you see our old method door with the texture; on the left you see the pure beauty among all doors ever seen and created.
It is true that it is a rather long and demanding process to set up this tiled material and to prepare the textures and the masking; however when you are done with the preparation you can easily do the magic having 1 simple object and only 1 material O_O
That’s it for today. I will think how we can use this tiled material in the real life to build a better environment, while you stay tuned to see more.
Sincerely yours,
Olga Ryzhko
Creating a Scene – Kew Gardens in Sherlock Holmes: Crimes and Punishments
March 11, 2014
Hello Everyone,
Prior we leave to Game Development Conference to meet some press and media, I wanted to showcase another location in Sherlock Holmes: Crimes and Punishments and the exact process of how we do it. Those who follow us on Facebook may have seen this poster advertising an exhibition of rare and exotic plants; we are still accepting your suggestions on why Mr Holmes and Dr Watson would visit an exhibition like this:
Not that I am going to reveal their interest in the exhibition, I’d probably bring your attention to the place itself that took us nearly 2 years to create! Tempting? So please follow me…
Creating a scene is a rather complicated and even scrupulous process – the final result differs tremendously from any given idea. Usually our sketch-artists start working on the locations long before we finish with game story; while we are in the middle of a story pitch, they already have their first drafts and prototypes:
Now guys can export it to Unreal Engine with the basic geometry to check how the character(s) will move inside the location; this is something they are going to change on countless occasions. Once edited, an artist receives the screenshots right from the engine to start playing with the details, lightning and atmosphere. It is still a sketch though:
Now level designer can add these details, textures and lightning to the in-game location itself. If needed, more modelers join the ride to work with smaller details required for the given location as designed in the sketch. In this case, I am talking about these flowers, bushes, trees, fences, palisades and benches:
(Yes, you may see same benches in other locations as well.)
As we tend to refine our work, guys usually take these small objects from our library (like these benches for example) while some objects are unique and need to be done from scratch:
As the objects are already added, it’s time to set the light source for the objects and others for the characters. We also need the light- and shadow-maps for the final image to reflect the atmosphere of the location whether it is natural sun or a lamp shining:
Any additional effects like a fog, moving clouds vs static ones, stream of sun, they all are to be added now:
Texturing plays a huge part when creating location, especially its atmosphere (I wonder how many times I’ve mentioned ‘atmosphere’ here?). Basically, once texture artists finish with their part of painting the environment or bringing life into it as designed by the sketchers, the location is done. This is when scripters and programmers pop in as the location is to be considered gameplay-wise. You are supposed to move inside the level, interact with environments, open doors, so on and so force.
Level designer continues editing the location: move the object 2 centimeters left or remove the object at all. At the same time, he edits graphics, helping the scripters with their gameplay parts. I’d say it is time to fine-tune the level now.
Once the QA team patiently tests the level countless number of times and project manager accepts the level (like never), there are still some edits to do (like always). This process has no limits, it goes on and on and on … Two years later Kew Gardens are now finished. You may want to share your impressions from visiting Royal Botanic Gardens in London and in Crimes & Punishments with us.
Initially, it was designed to be a huge location (one of) inside of the level, so we had to decrease it, split it into pieces, and minimize its geometry for the best capacity of your PC, PS3 and PS4, Xbox 360 and maybe more. Crimes and Punishments is on its way to hit the stores in 2014!
Stay tuned and I will show you more.
Sincerely yours,
Olga Ryzhko
Baker Street #221B in Sherlock Holmes: Crimes and Punisments
Baker Street. Come at once if convenient.
SH
Hello Everyone,
February 21, 2014
Olga is here and it seems like Mr Holmes and Dr Watson are currently out on a case, Mrs Hudson has left for few errands (YES! We will see Mrs Hudson this time!), so I suggest we have a quick look at Baker Street #221B as we see it in games, TV series, movies and Canon of course.
Believe it or not but when Sir Arthur Conan Doyle first wrote about Holmes in 1887, the address didn't exist - the numbers on Baker Street reached only 100. It was renumbered in the 1930s, with former building society Abbey landing the desirable 221. Still most of those working on the Sherlockian pieces prefer to keep with the spirit of the novels, Frogwares is not an exception!
Fact #1
Back in 2002 and then again in 2004 we went to The Sherlock Holmes Museum in London (you do know the address, don’t you?) with a lame digital camera to make some authentic pictures and consult them afterwards when working on The Secret of the Silver Earring (our second Sherlock Holmes game).
I wanted to upload those pictures here but decided not to affront your sense of beauty, so here you can see the recent images from the museum:
The Secret of the Silver Earring (2004) is set in London 1897. Analyzing table would be probably the only gameplay canonical asset in the lodging at that time. The lodging itself made in 2.5D depicted only one room there:
With our next Sherlock Holmes game, The Awakened, we moved a little bit further: the Baker Street lodging is now made in real time 3D and has 3 rooms:
We continue the tradition with Sherlock Holmes vs Arsene Lupin:
… with Sherlock Holmes vs Jack the Ripper:
…and with The Testament of Sherlock Holmes:
Starting from The Awakened (2006), Baker Street is not distracted from the game anymore; it is used to strengthen the narration in our games. You can now use some coins, books or other clues found at Baker Street to progress in your investigation. While the analyzing table would still be the only canonical gameplay thing in the game:
Little by little but Frogwares is growing in terms of people joining the studio, improving graphics and production of the games. One can notice this with The Testament of Sherlock Holmes – Baker Street now looks richer and more detailed; while Crimes and Punishments is screaming with attention to details:
Gameplay- and Canon-wise, our Baker Street now features the analyze table, archives and disguise table:
With each new game, we are also adding some more rooms to the lodging. If Secret of the Silver Earring had only one room at Baker Street, at The Awakened we also showed John’s bedroom; you could examine Holmes’ room in The Nemesis.
It is true that we are very passionate about what we do and we are happy to improve all the time; this improvement comes from our own experience first of all and we do follow external resources as well. The recent reinventions of Sherlock Holmes in the new movies, BBC and CBS series have put a new spin on the character and the world he lives in; I then suggest we have a look at their Baker Street 221B apartments:
When shooting a movie, they usually build an entire house for Sherlock Holmes and Dr. Watson within the studio. As you can see their designers are doing a great job paying tons of attention to the details and filling the dwelling with all the little things:
That’s it for today and I hope I managed to show you the sheer amount of love and passion Frogwares team puts into Sherlock Holmes series for already 14 years and counting.
Sincerely yours,
Olga Ryzhko
Sherlock Holmes: Crimes and Punishments ~ PC vs Console
January 20, 2014
Hello Everyone,
As you remember, Sherlock Holmes: Crimes and Punishments will arrive for PC and Console (it is still Q2 2014 if you ask me ‘when’); so for those of you who can’t decide which platform to play the game I thought you may want to see how it actually looks like at the moment. It can be also a fun read for those who like the PC vs Console battle as there is not much difference in what the platforms are capable of; it is more a question of what comes out after all.
I do not pretend to be an expert - I am more with the blabbering team, so I’d simply put it saying that every platform is unique and beautiful be it PC or Xbox or PlayStation. Our task is to maximize any good point of the given platforms, exploiting the advantages while working around the disadvantages. So yes, we do fight for the best possible quality on each of them. It may sometimes influence the level of details, textures, characters, etc; though the end result will prove a natural looking image with fine details over there. Remember an entry I made about the texture tiles and how it helps to keep quality over different platforms, it's here.
Below you may see the in-game screenshots taken directly from PC, PlayStation 3 and Xbox 360 and you can click images to enlarge them; please excuse the quality of screen capture (I promise one day I will master how to do it properly and in a very good quality):
PC
PlayStation 3
Xbox 360
Sincerely yours,
Olga Ryzhko
Happy Holidays!
As December bells are ringing, we are taking this opportunity to wish HAPPY HOLIDAYS to all of you! May peace, joy, hope and happiness be yours during this Holiday Season and throughout the New Year!
It’s time to freshen up your desktop wallpaper -- click the links to download the desired resolution that will fit best your desktop: 1280x1024 1366x768 1600x900 1680x1050 1920x1080
Sincerely yours,
Frogwares team