Murder's interface combines visual novel and traditional point-and-click mechanics. You have no direct control over Lt. Minori's movement as she will only move in order to interact with a designated hotspot. In addition to interacting with the environment, you may have Lt. Minori engage NPCs in conversation by clicking them. The dialogue--and Lt. Minori's internal monolog--are fully voiced and accompanied by text. To instantly display it: simply click the mouse as it loads, and clicking it an additional time will skip it altogether.
Murder's intuitive interface suits the game well and is easy to master. By virtue of the design, player interaction is relegated to simply advancing the story by clicking the various hotspots in the environment. There are two types of hotspots: optional ones that provide additional information and backstory, and critical ones that advance the plot. A red arrow indicates the critical hotspots and as such they are always easy to …show more content…
Thankfully, Murder remains engrossing throughout--in large part due to its audiovisual design.
Murder's electronic soundtrack--complete with wavy synths and infectious rhythms--compliments the immediate action on screen and the overall narrative well. It feels like KubrixXx' soundtrack is the only one Murder could possibly have--it fits that well. Its versatility enables it to accompany both slower explorative sections as well as intense ones equally well. In addition to the soundtrack, Murder's audio design immerses you in the world--the sounds associated with computers and service droids are particularly effective. The fully voiced script is a welcome inclusion, and although the quality of the voice acting is fairly middle-of-the-road; the performances breathes life into the