Far less common but a lot more interesting are those moments in each case when you're not given four options to choose from but must point to a specific piece of evidence, a detail of the crime scene, or a snippet of testimony that's vital to advancing the investigation. It's in these more challenging, intellectually stimulating moments that you feel more like a vital part of the investigation and less like a student taking a simple quiz. On occasion, you may feel that there are a few equally viable choices, and you'll wish you could just explain your thinking to Marcy as she calls you a schmuck for making the wrong choice. But most of the time, there's a pretty sensible logic to these moments that reward skills of observation and deduction. From time to time, you'll also get to do such things as determine the trajectory of a bullet or conduct a simple physics experiment that reveals a crucial detail of a crime scene. The one thing you never get to do, unfortunately, is interrogate suspects. You're constantly answering questions but never asking them yourself. When you consider that sweating details out of suspects is such a familiar part of so many cop shows and detective novels, never getting to interact with suspects face-to-face here is a bit disappointing.
Interspersed among the eight independent cases is an ongoing subplot about a kidnapping case that involves very little in the way of investigation. Instead, these intervals bring about very simple action sequences. At one point, you're involved in a car chase and must swerve left or right to avoid debris as you pursue the escaping criminal. Later, there's a warehouse shootout in which you must wait for thugs to pop out from behind cover and then tap them with the stylus to shoot. There's nothing to these sequences that makes them worthy of revisiting, but they do lend a bit of classic cop-movie action to the proceedings. And the game goes out strong, with a particularly suspenseful final case that ties up some loose ends and makes good use of the touch screen.
Unsolved Crimes is unremarkable visually. The 3D crime scene environments aren't very impressive to look at, but they do have enough little details and variety to make the act of exploring them fun throughout. The character portraits for Marcy, Abbot, and others only have a handful of expressions you'll see constantly repeat, but their realistic style fits well with the serious tone of the game. The use of music is sparing, but it does help ground the game in the 1970s. The environmental sound effects, such as the constant ringing of phones and clacking of typewriters at the police station, also creates a sense that the game's world extends beyond the small areas you get to investigate.
Unsolved Crimes' eight cases will probably take most players roughly an hour each, with the latter cases being more involved than the earlier ones. There's no replay value here because once you've solved the case, there's really nothing else to get out of the experience. The simplicity of the overused multiple-choice structure to the investigations will leave most armchair detectives wanting for something more involved, but even so, there's still enough murderous goodness here that mystery aficionados may want to get to the bottom of these Unsolved Crimes.