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Sherlock Holmes and The Hound of The Baskervilles similar games & best alternatives

Sherlock Holmes and The Hound of The Baskervilles

PC (Microsoft Windows), Nintendo Switch • 2012

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Quick resume

Help Sherlock Holmes, the famed detective, investigate the legend of a supernatural hound on the fog-shrouded moorland in England of the 19th century. Immerse yourself into the dangerous world of diabolical curse and discover the truth of the monstrous creature.

Global score

88/100

Genres

Adventure, Casual, Puzzle, Point-and-click

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    Pros

    • Engaging puzzles with varied difficulty
    • Atmospheric and immersive story
    • Use of special powers adds gameplay variety
    • Helpful map and fast travel system
    • Good value especially on sale

    Cons

    • Short game length
    • Some frustrating puzzles
    • Story departs from original sherlock holmes lore
    • Dated graphics and limited music variety
    • No multiplayer or social features

    Motivations

    • Autonomy

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    • Competence

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      "Puzzles vary from easy to challenging, requiring logical thinking and problem solving, providing a sense of skill and accomplishment."

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    • Competition

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      "Focus is on single-player experience with no competitive elements or leaderboards."

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    • Continuation

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      "Players report being engaged for the 2-4 hour story and some replaying for achievements and endless mode, but not overly long habitual play."

      Capsule for FACEMINER FACEMINER

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    • Cooperation

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    • Creativity

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      "Some creative puzzle mechanics and use of magical abilities, but mostly uses predefined hidden object scenes and puzzles."

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    • Domination

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      "No social dominance or power over others; purely individual gameplay."

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    • Escapism

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      "Players use the game to immerse in a supernatural mystery and escape real life through story and atmosphere."

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    • Expectation

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      "Players engage voluntarily for enjoyment and puzzle challenge, not out of obligation."

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    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players explore puzzles and hidden objects with some trial and error, but gameplay largely follows established hidden object mechanics."

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    • Exploration

      Game with the same Exploration vibe

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      "Some exploration of different rooms and maps, but environments can feel repetitive and limited."

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      "Exploration of the manor and revisiting rooms with new abilities, though environments are mostly static and corridor-like."

    • Expression

      Game with the same Expression vibe

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      "No character customization or player expression; uses fixed character models and environments."

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    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong elements of imaginative fiction blending Sherlock Holmes detective work with Lovecraftian cosmic horror."

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      "Strong supernatural and magical elements depart from realistic Sherlock Holmes stories."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No community or social interaction; strictly solo play."

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    • Growth

      Game with the same Growth vibe

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      "Players develop puzzle-solving skills and learn mechanics progressively."

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    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

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    • Idle

      Game with the same Idle vibe

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      "Requires focused attention to find objects and solve puzzles; not designed for passive or background play."

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      "Requires focused attention to find objects and solve puzzles; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

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      "No social or emotional relationship building; purely individual experience."

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    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; single-player only."

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      "No leadership or group management roles; single-player only."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through collecting items, unlocking new areas, and solving puzzles."

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    • Relaxation

      Game with the same Relaxation vibe

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      "Generally relaxing with balanced challenge, though some puzzles can be frustrating."

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    • Sensation

      Game with the same Sensation vibe

      2

      "Atmospheric music and environments provide sensory engagement, though graphics are dated."

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    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

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    • Story

      Game with the same Story vibe

      3

      "Engaging narrative with character dialogue and plot progression, though story is simple and linear."

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      "Engaging narrative loosely based on the classic novel with dialogue and plot progression."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires logical thinking and puzzle solving, but no complex strategic planning."

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    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspenseful and mysterious moments, but generally low risk and controlled gameplay."

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      "Some suspenseful and eerie moments, but overall low risk and controlled gameplay."

    • Value

      Game with the same Value vibe

      3

      "Good value for price especially on sale; short but enjoyable experience."

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    • Violence

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      "Minimal violence; focus on puzzle solving and exploration rather than combat."

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    • Survival

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      "No survival or threat avoidance mechanics; stable and safe gameplay environment."

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    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Thrill. It leans lower than usual among comparable games on Expression, Creativity.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026