Crushed in Time Is A “Point-And-Pull” Adventure Game That Takes Holmes And Watson In A New Direction

There Is No Game: Wrong Dimension was one of those unexpected critical and financial hits, a game that shattered the fourth wall into tiny pieces as it took players through multiple genres and countless meta puzzles. Now, a little over five years after their previous release, Draw Me A Pixel is once again returning to this satirical world—well, sort of. Crushed in Time is a spin-off that follows There Is No Game’s renditions of Sherlock Holmes and Dr. Watson, who accompanied the player during the point-and-click adventure section in Chapter 2.
Specifically, the premise of Crushed in Time is that on the launch day of a new Sherlock Holmes and Dr. Watson video game, its development studio discovers that a crucial non-playable character has somehow gone missing from the game, breaking the experience and triggering a wave of negative Steam reviews. To figure out what went wrong, you delve into this digital world, aiding these incompetent renditions of Baker Street’s finest to locate this missing NPC. To do this, you’ll have to travel back in time through the development history of this Sherlock Holmes game, sifting through its beta, alpha, and prototypes to piece together how such a critical bug was allowed to ship.
While our hands-off demo didn’t delve into the particulars of how jumping between different versions of the source code would work, we did see some other elements that set this adventure apart from its peers: it’s less about pointing and clicking and more about clicking and stretching. To be specific, instead of using mouse clicks to direct your character to pick up items, you instead click and then pull to solve puzzles and keep these doofus detectives on the right path. We saw three main types of interaction: after grabbing something, you can either tug on it, launch it, or spin it. When you hover your mouse over certain parts ot the environment, an icon will appear specifying how you can manipulate them.
As for how this pans out, the very first conundrum we watched involved helping Watson enter Holmes’ study. To accomplish this, the player had to pull off a doorknob, fling it in an arc across the room, and then attach it to a nightstand drawer to access its contents. Most of these interactions are somewhat dynamic, letting you tug or fling in multiple directions. Timing also matters, and at one point, the player had to wait until Watson reached upwards to grab something before giving him a shove that sent him off balance, revealing something important behind him.