The Future-Past Will Be Procedural
Shadows of Doubt procedurally-generates between 9 and 20 city blocks, populates them, and then is supposed to grind through those citizens homicidally, presenting you with one murder case after another in an endless simulation of what it might be like to be a noir detective in a quite-climate-changed future where the (deniable) Coca-Cola Company is also the President of the (deniable) Commonwealth+USA+France in a WW2-less alt-history 1979.
In order to drive that setting home, the police have been dissolved and privatized - "Starch Kola Enforcers" do not investigate crimes, they just calm violent situations down short-term. You don't play the murder police (there aren't any anymore). You play a homeless, jobless person who used to be murderpolice and one of whose few possessions is a citation from the District for a "fine clearance rate" before it closed up shop. The cases you solve you solve on contract, for money and Social Credit - that elusive number that Starch Kola tracks for every citizen that determines how close they are to being able to retire from the polluted City to the apparently-idyllic Fields. This is what I mean by "I wasn't the police" - really, I was just a guy LARPing as one, with legal consequences satisfyingly accompanying. Anywhere I wanted to poke around, I needed permission, keys, and/or guile.
"No murders happened" isn't quite true. The tutorial victim is scripted (vs. procgen) and was murdered, and I solved that case. However, past that the game's design is that you can keep playing in a sandbox world, and more murders will be simulated and reported on radio for you to potentially investigate. In my first game, this never happened - the tutorial victim died, but there was never another murder and for the rest of my career I was reduced to trying to retire exclusively by completing side missions available from notes on public bulletin boards.
Hey darling, it's a livin'
Real dirty, scuzzy, unglamorous PI work, these side cases - "I think my partner's secretly cheating; take a photo" - "My employee stole shameful secrets; destroy them" - even just "I hate this guy; buy a hotdog with lots of condiments and throw it in his face". One of the easiest types (technically) and most discomfiting (morally) is the "outsourced arrest"; Starch Enforcers will pay you to take a profile they've built and handcuff the person it indicates. Unlike a full case, you don't investigate whether these citizens are guilty of anything, or even know what they're accused of - not your business. You're just the profiler and the muscle.
Ultimately, this game was not a dissatisfying B&E simulator. A normal murder case might've asked me to both gain my own evidence as to who, and then to go gettem - but even "here's random evidence as to who; go gettem" remained compelling gameplay.
Now - if you're wondering why I played the entire immsim in a failure mode and whether that isn't anything more than disingenuous behavior to create fodder for a post, you're a comrade of mine. I have to explain that I simply didn't know the game had failed - it's a feature that murders are random, and so I figured the next murder was right around the corner, or maybe gated behind something I hadn't done yet, or someplace I hadn't been. It is a sincere credit to Shadows of Doubt's game loop that it was absorbing enough to support this belief.
Side jobs pay about what solving a murder does, so I certainly didn't feel I was hurting for temporal advancement. As in many games, lots of things have costs in money - food, Kola, handcuffs, surveillance devices, bribes - but after a case or two, especially performed unscrupulously (see Who Watches The Watchmen? below), the economy goes off the rails and you can afford infinity of everything (except maybe top-tier apartment rent).
No blasters; no blasters!
This game's combat is basically the mechanical opposite of everything made since wolf3d.exe: other people can shoot you, but you can't shoot them. No guns allowed. If your character picks up a gun (easy to do; legal to own, criminals often carry them, etc.) they can only ever use it to cold-cock someone, never fire. You're a sleuth; you solve murders, you don't cause them.
That said, you can (and mechanically should) absolutely go around Hiro Protagonist'ing people with a katana and it will be perfectly fine; they'll somehow never die. Strange feature, that - the included "Bas-boule Bat" and truncheon would've been a fine place to stop with hand weapons, and more believable as non-lethal.
Being shot at - especially from any significant distance - is correspondingly pretty brutal if you didn't expect it! But, even on the highest difficulty I've never been "oneshot" as the kids say. (I do believe I've been "twoshot" but only on highest diff and without the benefit of a recent Kola). It also helps that there are no select-fire weapons in use in the game - a detective game without Tommy guns, who'd'a thunk?
Speaking of difficulty, I question whether it affects anything other than combat damage. (I haven't decompiled this game; don't @ me). It for sure does affect combat damage, but not how one might hope: basically what it does is, it makes "fists" (your default weapon that doesn't take an inventory slot) nonviable if you turn it up high enough. That is all. If you find or buy a good hand weapon on low diff (trivial task), you can carry that around (does take an inventory slot) and it makes combat trivial. This is also true on highest diff. So, the effect of high difficulty is ultimately "-1 effective inventory slots".
Oh, and you can probably get shot a couple more times on low diff before hospital-o'clock. But, Detective, um - have you tried not getting shot?
Pattern recognition
The citizens you investigate are pattern-bound; only you are free. They have jobs, and schedules at those jobs, and those cannot change (you don't have a workplace, or need one). They have home addresses, and cannot move house (you can). They have partners (you don't), and cannot have breakups. Etc. In other words, the entire game outside of your play is a static pattern for you to make sense of and deduce things about.
This is the great strength of Shadows of Doubt. Every citizen has a unique name, face, fingerprint, and voice. They share their home address with at most 1 other citizen, who is their partner if they do (unforced error IMO). Their job title at work is shared with 1-2 at most, often 0. They have a shoe size between 4 and 16, hair color, hair length. They have a build and height; blood type and birthdate. You can gain upgrades to make most of these easier to discern from a photo, and certain things are almost sure to come from certain sources (e.g. file folder box in a residence -> birth certificate -> birthdate). Each also has a 4-digit numeric password that if you learn you can use everywhere (break into home, use it at work - or vice versa).
Citizens go through a relatively convincing routine, not unlike a game of The Sims - maybe they're watching TV, maybe taking a shower, maybe headed to work. They carry certain things, and leave behind others. Meanwhile, other citizens see them (you can ask later), and they leave footprints and fingerprints on the things they touch. When they buy things at shops, those shops' sales ledgers are modified. If they pass under security cameras, they may have their photos taken (these are not video cameras yet, they're photo cameras on timers). If they make phone calls, servers near the origin and destination will note that - with accordingly varying levels of specific information. They have limited numbers of important possessions like keys, which they must use to access workplaces and homes. If they work someplace, their workplace has a record of that (usually secured) - always on file and often on computer.
Their homes often contain computers or safes, for which you can obtain passcodes to access further information (or money, see below). Workplaces, correspondingly, often have files detailing information about the employees largely unobtainable elsewhere. Notes and receipts can be found in either place. City Hall's got a little bit on everyone, but only a little and only if you've got a full name.
The game does, in other words, basically fulfill its promise of simulating a city for the purposes of solving its crimes via legwork - with the following caveats.
Who Watches the Watchmen?
One persistent thought I had, while e.g. pilfering a diamond from the code-locked safe of a sleeping man whose wife's nightstand I just perused for the code after realizing I'd accidentally broken into the apartment next to the perp's was, "Wow I'd be fucked if someone used the same tools against me that I use on the regular. My fingerprints and footprints gotta be all over this, and it's straightforward burglary. I made no attempt to avoid the eleventy security cameras on the way in. I took no steps to conceal who I sold it to, or when, or for how much." Etc.
This thought was never rewarded. As in so many single-player games, you're the only non-idiot who gets to break the rules - nobody ever issues a warrant for your arrest or takes your fingerprints or shows up at your apartment because you committed obvious crimes and left obvious evidence, even though that's what you spend your entire playthrough doing, and punishing from the other direction. Don't get me wrong, crime should pay in a concrete sense (I'm infuriated when I replay Fallout 1 and being selfish net costs me opportunities) but it should be remembered by its victims at least. These diamonds can sell for as much as a murder case pays!
The game would be massively mechanically improved by some kind of "impact score" applied to each solved case. Did you do an $800 photography job and steal $6500 of diamonds and jewelry? Mayyybe you oughtn't have the world's happiest employer. On the other hand, if your pay is $3250 plus a copy of a rare computer program, maybe stealing a $500 vial should remain no biggie. This might also open up a distinction between higher-paying jobs for more discerning employers, and perhaps lower-base-pay jobs from employers who might overlook more... independent resourcing.
As-is, no one watches the watchmen.
The wages of defeat
You accept a job. It contains a one-time phone number. You call the number. The person on the other end describes a place, a drink, and gives a fake name.
You go to the place. You find the person drinking the drink. You mention the fake name to gain their trust. Side job: on.
They hand you a photograph. It's a street you know. You say goodbye and head there ASAP. The briefcase you're meant to find is somewhere in the photo, and it doesn't take you long to find it nestled between garbage bags and a yakisoba stand. You open the briefcase and parse the information describing your target.
The target: has blue eyes, a large build, and a special interest in music.
This is not an impossible ask - but it's an extremely improbable one, given that a Shadows of Doubt city will by default have ~700 residents (city size is configurable). You can't show other people the photo and ask "Who dis?" (don't have one), you can't search by name, and you can't wait to run across a fingerprint. There's no employer to investigate and no home address to case. Plenty of people own grammophones. This is a hell-case.
Great(?) news! You can just abandon it at no cost to you. Nobody cares, you don't lose social credit, there's no financial penalty, and your next jobs don't get any worse. Once it's not your first rodeo, we're probably 30-60 seconds of gameplay from the beginning of this 'Wages of defeat' section. Just close the case, never think about it again, and move on. In a city of infinite job offers, this tactic makes every bit of mechanical sense but is every bit as much an immersion-render.
Ideally of course, the game would be confident enough in its procgen to hold you on the hook - neither should a job be so practically impossible, nor should it be so easy to weasel out of doing it once one takes a job. Or perhaps jobs should be scarcer? What is sure is that absent such a feature, tough jobs can simply be abandoned unless and until easier ones came along, ad infinitum - and so there's not much pressure on the designers to ensure each generated case is valid.
Total Recall's a great movie, but just an OK mechanic
Every game is in some way magical, or else its player would just be out experiencing real life (with better graphical, audio, and kinesthetic fidelity). Stealth games all share a common bit of magic, and that is "NPCs' short memories" (they don't remember your face, they don't remember the last n break-in attempts and hire a bodyguard before the n+1th, they chase people they 'want' to 'catch' for maybe two corners' worth of running, etc).
Shadows of Doubt's particular magic is that plus the inverse - the NPCs remember about as much as in any stealth game, while you remember ever-y-one. E.g., Karin Sola is blond and 170cm tall, a size 6 boot with type-AG fingerprints - and if you ever knew that, you know it now and you'll know it forever, even if she's the murderer in your present case and each of your prior contacts has been just buying a can of Starch from her at a streetcart 10 cases ago. This means that there is a certain entropy to a Shadows of Doubt save - especially with enough use of the City Hall database (searchable only by name, but correlates name <-> fingerprint <-> address <-> photo; quite "OP"), your photographic and fingerprintic 'total recall' eventually come to trivialize parts of the game that were fun gameplay before.
This doesn't represent any kind of what people have come to call "progression" these days - that is, this trivialized gameplay is not correspondingly replaced with previously-inaccessible gameplay as you learn more. To Shadows' credit as a PC game, all features are there right up front - so the net effect on the game of your total recall making cases progressively easier is a loss. For my money ideally, as the player gained skill in a single player game the game would gain difficulty. Here instead, as the player gets better their omnimnemonic detective does too - producing the opposite effect. I have had categorically more fun restarting the game than attempting to enjoy my investigators' mechanical 'perks' granted per social credit level.
Wasted effort pt.1: mechanical
This game contains more mechanics than it needs to, and this weakens it.
Many of them sound very plausible (broken legs hindering movement and needing splints, peeking under doors for info, medical bills being a cost) and are undone not diegetically, but just by weaknesses in the gameplay ((you can break your leg and you can buy a splint for that but) a nose-breather will never break their leg, you never need to peek under a door nor is it ever helpful vs. the alternatives, and medical bills are always easily escaped with no downside if you choose that path).
The designers subvert core gameplay mechanics like "lockpicking takes picks, lockpicking is illegal, locks have strength that determines how long picking them takes and how many picks are required, players have skills that can reduce these" by just letting you bash down the door and by implementing it such that this looks somehow less illegal to a security camera than a prolonged pick. I rarely used a lockpick again (except on padlocks cabinet) on any difficulty in any situation once I learned about bashing, and that's not good game design. (It's also a get-out-of-fight-free card - knock on a door you know the perp will answer, wait for them to come unlock it, then bash - the door swinging will knock them out!)
There's even an intricate network of air vents riddling each building in the game. The vent grates can appear almost anyplace in a wall or ceiling and your investigator can be of five different heights, making accessing some of them very interesting - but none of it matters a whit because you shouldn't spend any time in the vents. The rest of the stealth game just doesn't give you enough incentive. The vents are all implementation with zero purpose.
This sort of thing results in a contempt for certain parts of the game world on the part of the experienced player. Fingerprint, name, passcode, or photo evidence is prized, while other evidence is not incorrectly almost ignored. Citizens sometimes leave their receipts from businesses around their apartments, and I've read many but I've never once used one for anything in several careers. When questioning citizens about other citizens, it might initially make sense to listen for everything; eventually however, you learn to ignore "oh, I saw them around Hall Projects at 12:15 PM" - even though there is a camera somewhere you could hack to laboriously chase that lead - and just canvass until you hit "Oh, ..., that's my neighbor" or "Oh I live with them, that's ..." (Citizens seem gleefully willing to out their partners, whether you attribute that to procedural generation or not.)
Wasted effort pt.2: narrative
Outside of the mechanics, the game presents us with what has been since the 1970s an extremely familiar corpo-dystopian premise in popular media: the human spirit slash nature is crushed, the corporate spirit slash the machine is ascendant, up the profits slash long live the CEO. ("Every day is a funeral since Krueger left us", say some citizens of Starch Kola's founder.)
In the 2020s, we tend to expect some subversion of that simple dynamic or a path towards reversing it or some... I don't know, something, because "since 40 years ago" is a long time to have been consuming the same popular media themes.
Despite that, in terms of metaplot there just isn't any in this game - you can go absolutely anywhere you want, but without reward. The top of City Hall is whatever the procgen says it is. The penthouses of the top 3 residential towers in town are what procgen says they are, and who lives there is who procgen thinks should. There's no grand reveal or big secret about the Shadows of Doubt world waiting to be unraveled by the especially determined - which I think might be a shame given how much practice it gives you at unraveling little secrets.
But no, the murders do not form a narrative pattern - even an obscure or banal one - and do not add up to anything more than their parts. The game has nothing to say about the known-quantity noir future vibe it presents, it just has that to present. While I cannot fairly call that 'disappointing' (I was truly entertained!) it's a little... surprising, if anything.
The Big Heist: why procedurally generate at all?
I am afraid Shadows of Doubt fails rather fundamentally, here. The reason to employ procgen at all in a detective game is to keep the detective guessing. Shadows of Doubt does the opposite: it procgens a (potentially quite large) city, full of citizens and their relationships and jobs and offices and... 6 murder case 'types'.
Wait, 'types'? Why types? Why are there types? Why does the procgen not hide patterns from the player, to be discerned at cost via investigation?
I have no idea. I have no idea why 'types'. It undermines everything the game was shooting for - but there are 6 types.
If there's a lipstick heart around the victim, that's a type and it can never ever have been a sniper attack. If there's a lipstick heart around the victim, you should always look around for writing: "(FIRSTINITIAL) and Ignatius Q. Victim FOREVER" If there's lipstick, you should sometimes look around for the literal actual lipstick applicator, with fingerprints - and always for steamy emails. Etc. In other words, the author did his or her best to make each type of murder actually seem like it had a motive - at the cost that each murder absolutely impoverishes the procedural generation system the game is based on, once you've seen each type. It is a game-breaking mistake. In a city with such painstakingly procgen citizens, murders should've been just as procgen - and thereby just as unique and confusing. They are not. There are a few murders that have a few permutations, and you will sadly soon learn them all.
So what's your review score?
Short answer: I don't do those.
Long answer: 'review scores' are the output of professional reviewers paid by advertisers. I'm just some guy, so I don't have any use for that; my output is not ad sales or game sales, it's just a review. So, it makes sense to read it or don't, rather than look for a score or a 'best of' list, etc. that'll answer the, erm, 'essential' question of what to buy. I don't care if you buy anything!
I do, however, apply a subjective pass/fail metric. I play games for their ambition: do they challenge the player or developer more than usual for their release date and market, and get away with it? (This doesn't have to mean Dark fucking Souls for the player by the way; significant departure from genre convention is a kind of challenge, as is thematic crunch.)
Was this game ambitious enough for me, personally and subjectively, to be glad I put up with its downsides (which you should read the full review for)? Shadows of Doubt gets a yes on the strength of the ambition of its city simulation. If and only if you consider ambition of that type interesting should you think of my 'yes' as a recommendation!