See, the cases in Shadows Of Doubt are completely procedurally generated.
Even the killer will change each time a new city is generated.
It all begins with something straight out of a Bogart movie.

A note slipped under the door to my apartment read ‘Find Omni Johnsson’, and nothing else.
Just another day in the glamourous life of a PI.
Going out into the night, the city is visually impressive.

It’s rainy (because of course it is) and everything has a super-stylised voxel look.
I love this element of Shadows Of Doubt.
Sneaking into places having a good old rummage and stealthing out again is thrilling.

The key is to be like a ghost: in and out, with no witnesses.
Every person in the city has their own routine, meaning the world continues on with or without you.
It can be overwhelming, as I quickly found out.

They were dead: two shots in the chest, exactly like Omni.
I had a serial killer on my hands.
It’s an entangled mess of information.

Despite my initial failures, I actually really appreciate the hands-off approach Shadows Of Doubt takes with its cases.
Although its serial killer slipped past me the first time, I’m still impressed by Shadows Of Doubt.
It’s something that other scripted detective games just can’t capture and it’s incredibly refreshing.



