Frogwares Releases Video Detailing Story And More In Sherlock Holmes: Chapter One
Sherlock Holmes: Chapter One is a highly anticipated action-adventure mystery game that is set to launch on PC via Steam, EPIC Games Store and GOG, PlayStation 5 and Xbox Series X/S on November 16th, 2021. Releases for the PlayStation 4 and Xbox One are scheduled for some time thereafter. In anticipation of the game’s upcoming release, and in response to some comments and concerns fans may have based on the gameplay and trailers thus far, developer and publisher Frogwares have released a detailed video and statement on Sherlock Holmes: Chapter One.
Frogware’s video gives fans a behind-the-scenes view of Sherlock Holmes: Chapter One, shedding light upon its cinematics and the process of making its story. In Sherlock Holmes: Chapter One, a picture is painted of a young Sherlock who will later grow to become a genius yet destructive detective. Many of the concepts deployed in the story include trauma, loss and mental health.
Besides the story being focused on genuine, modern issues, to shed light and properly set out the story, the cinematic team employed various film and photography techniques. In an almost five-minute video, the team behind Sherlock Holmes: Chapter One discusses their vision and techniques used to bring the story to life.
Furthermore, Wael Amr, CEO of Frogwares, had much to say on the game, noting, “As we near the release SHCO, we’re seeing a lot of comments excited for the game which is such an amazing feeling. But we also see a fair amount of comments comparing some of our stuff to much bigger and more expensive titles. We totally understand the demand for technically-flawless games. However when a team of our caliber creates a game, we need to prioritize what matters most – an emotional experience that is hopefully bigger than the sum of its technical parts. It’s with this mindset and understanding that allowed us to make the game with no crunch. And why we’re able to publish it all on our own after 20 years of being forced to always sign away part of our creations. It’s also why we priced the game at 45 USD and not 70 USD. This is still our biggest project yet in terms of size, gameplay time, new systems, open-world design and story. And we’re extremely proud of what we’ve made. We hope you’ll enjoy it too.”
SOURCE: Press Release