if i were a theatrical murderer who left threatening notes and ticking time bombs and shit in a world where it is considered annoying but not unusual for your coworkers to bar your entrance to rooms that you need access to for your job by making you answer three riddles, i would simply not make my calling card alias an anagram of my real name. (i also probably would not embark on lengthy extremely venomous rants against the guy i was trying to murder with literally no prompting to every single person i spoke to but mostly the puzzle thing). it is however, goofy little bits like the riddles and and killer using a saw voice modulator to say "hello rick, don't try to run away from my bomb please, just let it blow you up that would be really sick for me" that save this game from being a complete waste of time. well, that and the fact that the time wasted amounted to about two hours on the normal difficulty.

while this is still recognizably the funny, semi-laytonesque universe of Secrets Can Kill, all the verve of that game is missing here in favor of a plot that feels a lot more limp and meandering, despite the fact that there are 100% more klieg-light-attempted-murders, literal timebombs, strangulations, and sonic the hedgehog voice actors present (robbie daymond doing an incredible in-universe actor-who-sucks-at-acting performance here in one of his earliest acting credits).

all of these characters are funny or interesting on paper but shallow and boring in game, except for the killer, whose character is entirely carried by a truly unhinged performance by his voice actor, which is entertaining but does lead to the problem of making it easy to finger him as the villain within the first conversation you have with him, which somehow makes a game that could easily wrap in less than two hours feel like it drags longer than it already does. the fact that a lot of this runtime is spent setting up an incredibly unconvincing red herring does not help.

there are very few puzzles in the game and inexplicably almost all of them revolve around trying to figure out how to open up various doors, and when you're not doing that you're usually trying to figure out how to open various doors at night time. that's right, this game has a day night cycle, which affects very little except certain puzzle solutions, and mostly serves to add another layer of tedium; just slapping another set of screens to click through when you realize you know where you need to go but you've hit an arbitrary wall in your progression. this system is emblematic of this game as a whole when you compare it to the first one: simultaneously more ambitious in ideas but unwilling or, more likely, unable to actually follow through with any of the interesting ideas. surely this has less to do with a lack of interest or talent on the dev team's part and more to do with the fact that these things got cranked out twice a year and as far as i am aware never really turned a profit. that's pressure and i understand wanting to try new things but not really being able to achieve what you wanted to with extremely limited time and resources, and ending up with something neutered and unsatisfying.

two final notes that don't fit anywhere else: first, the final puzzle in this game is criminal: a strictly timed, completely randomized, eight part puzzle that resets itself upon failure and results in a game over as the last challenge of your game with no warning or prep time fuckin sucks dude what the hell. Nancy's neck must be sore because she got strangled to death literally four times before i finished the game by complete luck.

Second, where character models in the first game were the very loose bluthy 2d american animation that you see a lot in that mid period of pc adventure games before 3d had taken over but after crude pixel art was considered acceptable, this one moves on to full 3D models for every character and they're hideous and i love them. their torsos are completely still, their mouths GROSSLY overanimate when they talk and to compensate for not being able to move the centers of their bodies their heads and arms gesticulate wildly. ALSO there are PHOTOS EVERYWHERE and for some godforsaken reason HeR thought the move here was to either photoshop a 1999 CG guy into a picture with real dudes or edit 1999 CG dude heads and hands onto real people and both of these look extremely fucked up, it's incredible.

So yeah, the game is obviously an aesthetic joy, Lani Minella still has a bunch of awkward as hell line reads but she's clearly a lot more comfortable as Nancy, the audio quality is all around better and the supporting cast's performances are, for the most part, actually good, unlike the previous game. However, as a story and as an experience this is basically nothing at all, an often irritating and always tedious (and at one point super racist, I KNOW that dude was not voiced by a real indian guy) chore that only kept me on the hook with semi-regular doses of that Nancy Drew CyberAdventure Series absurdity that i love so much. Just uh, not enough to save it. Game sucks shit.

PREVIOUSLY: SECRETS CAN KILL
NEXT TIME: MESSAGE IN A HAUNTED MANSION

ALL NANCY DREW PIECES

Reviewed on Sep 21, 2021


3 Comments


They made 30+ of these things! They had to have turned a profit....right?

1 year ago

It’s a very strange circumstance; they were a pretty small team with low budgets as far as these things go but they employed 30 people and made everything from scratch in-house, and they had to pay royalties to the publishing company that actually owns Nancy Drew, and the games are really niche in appeal and became more so over time as point and click games fell out of style and other games’ graphics really started to outpace them and then mobile gaming took over in a huge way and they were unable to figure out how to break into that market.

So they were pretty much operating at a loss for most of their existence is my understanding and the wild thing is that most of their funding seemed to come from one billionaire who just like personally believed that there should be educational games for girls on the market and just invested out of this conviction knowing he was losing money?

And this is to say nothing about the two CEO turnovers they had within a few years and all the trouble they’ve had since the mid-2010s it’s a whole thing

this is a really good kotaku piece from when a lot of this stuff was still fresh that recaps pretty much all of it with the exception of the one game that has come out since then being a complete disaster. Really bizarre history of the studio, really sad how it went down.
Oh yeah, I don't doubt at all that they stopped turning a profit in the later years (in my mind, Alibi in Ashes is the last game that counts anyways). I just remember a good 5-10 year stretch where you could find them everywhere, in every department store, electronics store, even GameStop had them iirc. Then the PC physical media market all but disappeared in the early 2010s, and the financial troubles of the company became very known to the fans. Though I guess it's totally possible they had been struggling the whole time, I'd always just assumed that the ubiquity of the physical copies in the early years meant they were selling enough to keep pumping them out.

Really enjoyed binging all of your ND pieces!!