From HandWiki - Reading time: 5 min
| Error creating thumbnail: Unable to save thumbnail to destination | |
| Developer(s) | ICOM Simulations |
|---|---|
| Platform(s) | DOS, Macintosh |
| Release | 1993 |
| Genre(s) | Adventure, interactive movie |
| Mode(s) | Single-player |
Sherlock Holmes: Consulting Detective Vol. III is the title of a full-motion video computer game released for DOS and Mac OS. The game is a sequel to Sherlock Holmes and was released in 1993.
The format of the game is the same as the first two, except that there are three new cases to solve.
The case takes place on 26 June 1890, according to the newspaper in the game. Melvin Tuttle, a recently promoted solicitor, has apparently died of a heart attack. Inspector Lestrade of Scotland Yard recruits Holmes and Watson to investigate since he believes that Tuttle was poisoned. Along the way, Holmes and Watson learn of Tuttle's reputation for romancing various women, including the wife of one of his employers.
The case takes place on 11 April 1890. Oswald Mason was murdered in his home by an intruder. At the request of the Chancellor of the Exchequer, who is concerned that it might have had something to do with Oswald's work at Her Majesty's Treasury, Scotland Yard's Inspector Gregson recruits Holmes and Watson to investigate Mason's death.
The case takes place on or shortly after 9 June 1890. A fifth body has been discovered in the Thames in a short amount of time. Inspector Lestrade is investigating the murders without success. Inspector Gregson asks Holmes and Watson to find a possible connection between all five deaths.
Charles Ardai of Computer Gaming World stated in September 1993: "I fear that amidst all the hype, players are not being as demanding as they ought to be about what companies feed them in the name of multimedia entertainment". He believed that the Consulting Detective series had sold well (almost 250,000 copies) to those seeking "the thrill of seeing a new technology used, not of seeing a new technology used well", and who had little choice between Sherlock Holmes and The 7th Guest. Ardai criticized Vol. III describing itself as "interactive", noting that "One cannot do anything 'wrong'" and that it was possible to solve cases by brute force; users were "viewers more than they are players". He advised ICOM to hire "professionals, not just for the acting chores, but for writing and directing as well. There is only so long that the gaming audience will put up with paying good money (and not a little of it) to see the work of amateurs", but concluded that the game was "at least, decent. It is probably not worth buying all three volumes, but curious gamers should at least take a look at one of them".[1]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
Wikidata has the property:
|