last case
reviews

The Last Case of John Morley: Quality tells why the last case

I love detective games. Give me a character with a torn coat, an old fairy, some fog, and an internal monologue that sounds like he's had too much whiskey and not enough sleep, and I'm in. That's why I went into The Last Case of John Morley with the expectation that Boom would do at least some research, that I would connect the dots (connect the dots stupid sounds very good in Croatian), that Boom would say "wait a minute, this doesn't fit" at least once. Well... I didn't.

Gameplay 

The gameplay is at its core a pure walking sim. You walk, you look, you click, John explains what you saw and what it means, and you move on. And that's it. There is no real reasoning mechanics, no combining clues, no feeling that YOU have figured something out. The game does everything for you. Even when it has a "puzzle", it's more of a "turn left then right" level than any kind of mental challenge.

The problem is not what a walking sim is. The problem is that the game presents itself as a mystery and detective story, and does not give you the tools to be a detective. You are more of a tourist in your own investigation. Gameplay flows smoothly, yes, but it flows like water down stairs, without any resistance, without any friction, without any reason to stop and think.

Challenge / balance 

Challenge? Honestly, the only challenge is staying awake if you're not quite in the mood. Not because the game is boring by default, but because it never asks you for anything. There is no pressure, no decisions that could cost you, no wrong path.

The balance is such that everything is served. John keeps commenting on where you're going, what you've seen and what it means. Even if there might be a moment of doubt or uncertainty, the game immediately breaks it up for you with an explanation. It's as if someone is looking over your shoulder and constantly saying "don't worry, this is important, but this is not".

And that kills the tension. Detective stories live on ignorance, on wrong conclusions, on doubt. There is no such thing here. The game is balanced so you can't screw it up, but that doesn't mean you can't succeed in your own way. You can just pass.

Story / narration 

The story has potential. Seriously. An old case, a lost daughter, an abandoned mansion, an asylum, trauma, identity, memories that are not reliable - these are all ingredients for a good, dark story. And you feel that the developers wanted it. The heart is there.

But the performance is too direct. Too blunt. The characters are distant, often existing only as text or as static, ghostly projections. You don't spend enough time with them to really care. When something tragic happens, you react with "aha" instead of "oh no".

The final twist has a moment of surprise, that "wait, what?" moment, but as soon as you chew it a little, it falls apart. And even worse, the game tricks you early enough that you can hit him ahead of time, which kills the effect. It's not a bad story, but it's told as if you're afraid the player won't understand if you don't draw for them with a felt-tip pen.

Originality / freshness of ideas 

The Last Case of John Morley obviously likes Disco Elysium, likes noir, likes psychological mysteries. And that's not a problem. The problem is that he borrows too much and builds too little.

The idea with "green" interactions and scenes from the past is okay, but not new. The concept of an unreliable narrator is interesting, but not developed in enough depth here. There are moments when you think "ah, now something will happen", but then nothing happens.

The game plays with perception, identity and truth, but doesn't go far enough to make it really fresh. It's more like a demo of good ideas than a full realization.

Simulation / believability of the world 

The world is atmospheric, but static. Dreadlocks, a villa, an asylum - everything looks right, but nothing reacts to you. There is no sense that the world exists outside of your walking through it.

NPCs are kept to a minimum, which is honestly a good decision because when you see them up close, the animations are… well, dead. No blinking, no expression, like a doll. The game smartly decides that it's better to be alone, and it actually works for the atmosphere.

But the logic of the world knows how to crack, especially when you come to bigger discoveries. Some things just happen because the script says so, not because it's a natural consequence of your actions.

Visual impression 

There is no point in lying here - the game looks low budget. Unity assets are visible, textures are generic, environment is often repetitive. But… the atmosphere is affected.

Light, fog, narrow corridors, abandoned spaces - they all do the job. It doesn't look special, but it looks good enough to support the tone of the story. If everything was a little smoother, a little more personal, the visual identity would be much stronger.

Audio / sound 

Sound is one of the stronger elements of the game. Creaking, distant knocks, strange noises, all this creates discomfort. The music is subtle, unobtrusive, but it knows how to hit the moment.

The voice acting is solid, nothing spectacular, but John's inner monologue works. No cringe moment, no disaster, just correct. The audio does exactly what it should - it doesn't save the game, but it definitely helps it.

Replay value and additional content 

Unfortunately, the replay value is practically non-existent. Once you play the game, you've seen it all. There are no alternative paths, no different endings that would really change the experience, no reason to go back unless you really want to relive the atmosphere.

This is a one-and-done experience. And that's short.

Value for money 

This is a game that should be bought with realistic expectations. If you are looking for a deep mystery, detective gameplay or something on the level of Disco Elysium - no. If you're looking for a short, atmospheric, honest indie experience with good intentions, but poor execution - then maybe.

The price must be moderate. It makes sense at a discount. Hard at full price.

Final impression

The Last Case of John Morley is a game with soul, but without enough skill to show that soul properly. You feel the effort, you feel the ambition, you feel that the team wants to do something more than a simple walk through the horror house. But they lack craft, they lack subtlety, they lack confidence in the player.

I wouldn't recommend it as a mystery. I wouldn't recommend it as a noir. But I would remember it as an attempt. And quite a bad one at that.

★★ — Satisfactory

A copy of the PlayStation 5 version of the game was provided by publisher Jandusoft for review purposes