A Case of Distrust Is the Bee's Knees
Recently, while revisiting L.A. Noire during its recent re-release, I lamented the state of detective stories in videogames, asking why, in light of such a visible and interesting game, new titles inspired by its mechanics had not be born in its wake. By opening up the conversation I was introduced to a few detective-style games that had flew under my radar the past several years that I’d somehow missed, proving that yes, they do in fact exist. And strangely, that has come full circle with A Case of Distrust, a narrative-driven mystery game set during the Roaring 20’s.
In A Case of Distrust, Phyllis Malone is a single young woman making ends meet (or not so much) as a detective in bustling San Francisco. Approached by a local bootlegger who claims someone is out to kill him, Malone is thrust into a dramatic back and forth in the aftermath of a murder at the local speakeasy. Is it the wife, her lover, or a rival gangster? Malone races all over town, tracking down and interrogating suspects and challenging their lies and misdirection until ultimately she comes to find out the truth.
I first wrote about A Case of Distrust following its appearance at the Indiecade booth during E3 2017, and spoke with its creator and sole developer Ben Wander about his unique, if not outright peculiar, decision to make a game about women’s rights. Phyllis Malone (inspired by Alice Stebbins Wells, the first American policewoman) isn’t just a detective, she’s the first woman to ever make the force, and that dynamic informs much of the interactions between her and other characters as she investigates various leads and interviews witnesses. The dialogue (particularly the vignettes where Malone is talking to her cab driver) leaves lots of opportunity to inform on certain events of the times, social issues and world events touching on everything from suffrage, sports, the burgeoning animation industry, and even, briefly, the theft of cultural artifacts. In that sense, the game acts almost as an historical, educational piece, offering a glimpse into what life was like during this particular era.
Wander cites a number of sources of inspiration for the game, including the visual style of Saul Bass, the novels of Dashiell Hammett and Raymond Chandler, the mechanics of Phoenix Wright and 80 Days, and the boardgame Sherlock Holmes: Consulting Detective. However, I’m not particularly familiar with any of these (outside of Bass’ magnificent posters), so for me, the gameplay itself reminded me mostly of L.A. Noire, at least in the sense of its procedural structure. Anyone who has played the game will be familiar with the rundown of A Case of Distrust: interview witnesses, ask them questions based on statements or clues found during the course of the investigation, then make an accusation based on the accumulated evidence. It’s not exactly the same, of course; A Case of Distrust doesn’t have the interrogation system, and neither does the player have to discern a suspect’s guilt or innocence from their body language. But generally the gist is very easy to pick up, whether or not you’ve played the game’s peers. The connection between the clues in each environment and their role in later opening up new lines of questioning is intuitive and I found myself engaging on a more proactive level than in many other puzzle-type games I’ve played.