Call of Cthulhu: Shadow of the Comet. This is an interesting Lovecraftian adventure game. The story is the usual thing: dweeby protagonist goes to isolated New England fishing town and finds that All Is Not As It Seems. Most of the locals are jerks and there's something going on in the woods. The twist is that this game ties in with the Halley's Comet hysteria of the mid-80s...a few years late, but there's something connecting the comet's passing with the coming of the Great Old Ones.
As an adventure game, there are things I really like and dislike about it. The interface (which I think was carried over from Eternam?) has a nice feature where objects you can interact with are highlighted with sight lines between them and the hero, so you won't overlook them, and if you have an inventory object placed in the use box, you'll automatically use it in the proper place when you move into it. This should cut down on pixel hunting. Unfortunately, perhaps because of bugginess, the sight line feature doesn't always work and there were times when I basically was doing the right thing but the game wasn't recognizing that, which lead me to believe I was doing the wrong thing, bang my head against a wall for a bit, then consult a walkthrough to realize I was on the right track the first time but I needed to repeat certain actions to get the game to work right. The engine also lacks an intuitive way to combine objects in inventory, and there were times in the game when I felt like the story was pulling ahead of me in the sense that I was doing actions that were advancing things without fully understanding why. It's that area where adventure game logic clashes with storytelling. Maybe it's because the game is French.
The voice acting is pretty bad, and the actors' attempts to shout out cultish language are just hilarious, but the graphics are generally pretty nice and I liked how the game used close-ups during dialogue scenes because I would try to figure out which actors they were based on.
What the game excels at is in just creating a good Lovecraftian atmosphere. You definitely feel like a vulnerable person in a hostile place where you're not certain whom to trust. The game generally nails the usual Lovecraftian tropes and it did it in a time when that was rare in games (still is, really). There are a couple of points where it breaks immersion - one section requires you to use a pair of wax wings to glide to safety from a high place like you're Icarus, which would fit in fine with a King's Quest game but is just silly here - but for the most part the game has a consistent tone.
**********
Secret of the Silver Earring. It took me a while to try this one because I've always read mixed reviews of it, but having finally played it I was pretty impressed. Sherlock and Watson are invited to an event where a construction mogul is shot dead and his daughter has been framed. Of course, the heroes get involved with the case and find out what really happened and why.
Technically, the game shows its age. The protagonists sometimes have trouble navigating rooms because they move like early generation Sims walk, where they have to deliberately pause and turn before moving forward in a direction, and the environments have that sterile feeling you still saw in 3D games of that period.
I liked the feature where the game is divided into days/chapters, and at the end of each you would be given a quiz where you had to collate evidence found and sort it correctly to advance. In theory this should help you keep up with the twists and turns of the case but I found that I was still lagging in my understanding of things because instead of reasoning things out as intended, I was just acting like an adventure game player and doing as much as needed just to get the game to move forward. The outcome was that when the game concluded and I was asked to identify who killed whom, I was baffled to discover that I didn't even remember half of the victims or suspects. I was only ever thinking of the main guy at the beginning and who killed him, not worrying too much about the other victims who pile up as the game continues. Fortunately, it's optional to have the entire case sorted out because Sherlock does it for you in the final cinematic.
Beyond my futility as a detective, I thought the story was pretty interesting and it resolved in a way befitting a Sherlock Holmes story. Lots of easily overlooked details that all come together in a reasonable way. The game's depiction of Holmes and the regular characters is basically faithful to the original stories, although the voice acting is on the broad, hammy side. The guy playing Sherlock was dead on, though.