Really, really close to being a great game. And weirdly, it's that 'game' part that gets in the way.
The Raven is an
Agatha Christie-style mystery - no surprise there, since original publisher The Adventure Company have also made three games that are straight adaptions of Christie's novels - that centres around a legendary thief, the detective that brought him to justice, and includes a drizzling of light murder along the way. The tropes it nods to - the games starts aboard the Orient Express, for instance, and the nature of the jewels being stolen allow the plot to stretch out in archaeology - make the influence fairly obvious, and the character of Lady Westmacott (named after one of Christie's aliases) is obviously meant to be Christie herself. It all plays out like an official adaption that they failed to get the license for.
No problem with that, of course, as long as it's a well constructed story with interesting characters - and that it certainly is. You're introduced quite quickly to a central cast of around 8 characters, with one minor character that later rises to prominence and another added into the picture later, and all of them have hidden depths and intrigue about them. (If you're wondering who to suspect of having done something during the game, here's a pro-tip: all of them. They're all bastards.) They mostly avoid falling into stereotypes - how many games see you controlling an elderly, overweight Swiss man without a single obviously useful power beyond being sensible? - and even those characters that do fit into neat boxes at first eventually branch out from them, with the Baroness and the doctor both opening up about their families and what they experienced during World War II at points. The way that the plot weaves around these characters, making them all vital cogs to aid its flow, can easily leave a writer in danger of failing to truly explore each in turn and explain their motivations, but that doesn't happen here. It has an aversion to melodrama that's rare for the genre and allows for some surprisingly subtle moments, too; the revelation that the Doctor
used to be a member of the Nazi party is unaccompanied by the typical overblown handwringing you'd expect from a plot point that invokes that theme, and even leaves you feeling a certain kind of sympathy with him. (As it happens, that 'spoiler' barely even warrants spoiler tags, though I'll leave them there as it's a pretty effective piece of dialogue.)
The attention to detail extends beyond the plot and the characters, too; the game is set in 1964 and is always aware of that fact. Sometimes it's silly, such as the moment when Zellner, the aforementioned Swiss detective, expresses amazement at a video camera in a 'the marvels of modern technology!' moment, but sometimes it adds a great deal to the game in few words - a newspaper article you can read towards the start of the game has an article on John Surtees. Granted, I had to look him up, and it's not even relevant to anything else in the game, but when I got the reference I was suitably impressed. It's the kind of immersive touch a lot of games set in a specific time past don't go for, and is the match of many of the similar moments in
L.A. Noire, which is probably the high-watermark for that kind of knowing historical accuracy among the games I've played.
It's a shame, then, that the great plot, setting, and characters are let down by the gameplay. It's simply just a little too slow-paced for its own good, and quite fiddly to control at times - a screen with a lot of points of interest can become quickly confusing until you realize that the right analogue stick only toggles through them in a left-to-right menu fashion. The instinct, of course, is to point that stick at the item itself as though you're moving a cursor, and even by the end of the game this particular control mechanism can occasionally trip you up. The characters also never run when you're controlling them, and you can't force them to either - not only does this become frustrating at times when you know exactly what you need to get to and it's three screens away, but it feels totally at odds with some of the more high-octane moments of the plot. Honestly Zellner, I know time is catching up with you, but if everybody is about to die of suffocation, couldn't you at least break into a light jog once in a while?
At least, in a clean break from '90s tradition, the puzzles are mostly clear and logical, and broadly speaking, easy to solve with a little thought. You don't often find yourself blindly combining items in the environment in hope, save for the odd fixation with chewing gum as a useful tool that occasionally appears; the game even occasionally lightly scolds you for attempting something that won't work for an obvious reason, which is a luxury it's afforded by the sensible nature of its puzzles. It's likely the easiest point-and-click game I've ever played, although as long as it avoids being insulting, easiness is never a bad thing in these circumstances. Sure, the ending that ties everything in the story together verges on the ridiculous, and I saw at least part of it coming, but at least it's not so totally ridiculous that it leaves a bad taste in the mouth.
There are those who will feel that the basic gameplay interface is everything, and
The Raven would do nothing but frustrate them; it's not going to be much fun for anybody that wants fast-paced action or a constantly twisting plot that makes your head spin either, so you'd have to be honest and say that it doesn't escape the trappings of its genre. All that said, if you're a fan of point-and-click adventures and the compromises that typically come with them, and don't have a PC that's fit for gaming,
The Raven offers a lot to enjoy and ranks as one of the better ones in its console generation.