Art of Murder: Cards of Destiny

Posted by Matt Barton.
First posted on 25 April 2010. Last updated on 30 August 2013.
Want more information? Read the article!

City Interactive's Art of Murder: Cards of Destiny is a game whose flaws are not obvious at first glance. The setup is clichéd but workable: an FBI agent named Nicole Bonnet is after a wily serial killer (a questionable and perhaps apposite translation refers to him as a "series killer"), who leaves playing cards on the body of his victims. During the investigation, Nicole travels to a…

• (1) Comments • (0) TrackbacksPermalink

Enter Your Comments

Name

Email (optional)

City, Country

Rate this game
1 (Poor) 2 (Fair) 3 (Good) 4 (Very Good) 5 (Excellent)

Message

Submit the word below for security verification


Previous Comments

Good

Nicole returns and this time she is diligent when collecting evidence no more picking up things with her bare hands contaminating evidence. But as the reviewer said this at times gets tedious. And why do I have to put the lid of the scanner down before I leave the room?

The hint system has improved slightly. Occasionally Nicole will provide verbal clues on how to solve a particular problem. There is no way to increase or decrease the amount of verbal clues she gives.

As always the story and locales are engaging and the music really sets the mood. Although at times it drowns out the dialog. Like the previous titles in the series this games biggest problem is the dialog and voice acting. It makes it really hard to relate or form a connection to the characters. At the end of the second game I hated that Nicole didn't have a partner with her it felt unrealistic. But her new partner in this game is much worse than Nick's constant absenteeism in the previous titles. His overbearing attitude towards Nicole feels really out of place.

Most of the puzzles in the game are typical to adventure games, find some random items and do something out of the box with them. The jumping post puzzle that is mentioned in the review identical in terms of mechanics to the chair puzzle from FBI Confidential. I was surprised to see they brought that type of puzzle back since it is so unintuitive. Why punish the player for playing the game? Did the developers want the player to give up at the halfway mark?

United States By Daniel Germann • On 09 May 2012 • From USA