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A Veteran's Review of CAP

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  • A Veteran's Review of CAP

    Allow me to preface this review by saying that I have been playing the ND games for fourteen years. Over those years, I have probably played each game well over twenty times--the older ones probably over fifty--and I do at least one full marathon of all 33 games (i.e., all 32 and SCK Remastered) annually. As I have gotten older, I have found myself ranking the games, characters, music, etc., in my spare time during marathons, and this year I thought I would write--and subsequently post--reviews of each game while I go through my 2018/2019 marathon (things have been very busy and chaotic). I have lost access to/forgotten about my previous accounts on here, including my very first one, so I made a new one solely for this purpose. That being said, I hope you enjoy my review, and I apologize, again, for the wait to those who have been following me!
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    Plot: Throughout its storied past, Castle Finster's reputation has been stained and marred by a series of incidents involving missing girls and a legendary monster that lurks in the dark forests surrounding the Bavarian castle. According to local legend, a number of strange accidents act as warning signs that the monster is doomed to return. Livestock disappear from their pastures, unearthly moans fill the air at night, and claw marks and crushed flora appear throughout the woods. When Nancy gets a call from Castle Finster's German owner, Markus Boehm, asking her to "eliminate" the monster problem before he arrives with a number of investors, it seems that it's only a matter of time. Bearing an increasingly striking resemblance to the past girls, Nancy realizes she must quickly discern fact from fable before she is cast as the monster's latest victim in her latest case, The Captive Curse.

    I have to admit that I was pretty ecstatic about this game when I heard the initial premise in the teaser trailer. First of all, it seemed we were getting another scary game right after the masterpiece that was SAW, and it was tonally more consistent with the likes of CUR, which is universally acclaimed among ND fans. Even after I played the game the first time, I thought it was one of the best in the series, but my opinion has somewhat decreased over time. That is not to say that I don't think it's a good game, I do, but I don't admire it quite as much as I did initially. The primary reason my opinion of it has marginally decreased is the plot.

    Now, I'm exposing myself here, but I'm actually a big fan of Nik Blahunka's writing. It isn't flawless, by any means, but I admire his creativity and the deeper themes contained in his writing. If you've read my review for SAW, you'll remember that I talked about how the game is really an examination of grief. Like SAW, I think this game has a sort of theme or idea at the root that is really explored throughout the game, but this game is a bit more on the nose about it. Thus, it should not be a surprise to anyone when I say that this game is an exploration what it means to be a monster. We have a literal monster roaming the grounds and terrorizing the people, but also have the idea of a monster that is plaguing the people of this village. Think about this for a second. These people are legitimately terrorized right now--in the twenty-first century--because they believe that a brutish, ugly monster that dates back to at least the sixteenth century is on the prowl. To date, the monster's only victims have been young women, and it appears that they must be in possession of a particular necklace and have a certain appearance as well; however, the monster has every man, woman, and child bolting their doors and shrieking in the middle of the night.

    Most, if not all, of them have not even seen the monster and don't even know if the stories are true, but it seems that their very identities as residents of Castle Finster are categorized by an obsession with the monster. They create a Frankenstein's monster-esque visage, fill their gift shop with kitschy monster souvenirs, and celebrate the monster with Die Ungeheuerlichkeit Nacht Festival. If you ask me, it's a bit strange to focus so much on one sordid aspect of their history and then balk when that bit moves from "local folklore" to "news." The fact that the monster is portrayed as this inhuman beast is all the more interesting though, especially given the likely reality of those girls' fates. The residents have chosen something that allows them to distance themselves from the monster. It's honestly more comfortable to think about a monster that looks nothing like you because it means the monster can't hide its nature. The reason the real monsters of this world are so terrifying is because they're human and they look like you and me. If I really wanted to, I could get into a intense philosophical discussion on this topic, but I will spare you (and myself). What I will say, though, is that I think Nik wanted us to take away the idea that monsters don't all take the same form and they don't have to "exist" to be real. Even though Castle Finster's monster of lore is not real, it has power. It drives people's behaviors, gives rise to their fears, and controls their lives. It gives bad people excuse and opportunity to make victims out of innocent young women because they know it will be blamed on the monster. Still, the real monster in this game is fear.

    All that being said, I think Nik explored these ideas quite brilliantly in a game made for children, but I do think the plot was missing something. Part of it could be that the game really doesn't deliver on the scare-factor for the player. Everyone in the game seems to be terrified out of their minds, but you, as the player, primarily are not going to be scared, which causes a kind of disconnect. The biggest disappointment for me was the ending, so I will talk about that in its own section, but I do think its this part of the game that delivers the weakest punch. When I played it for the first time, I was constantly on edge because I didn't know what to expect. As I've said in previous reviews, I usually get a lot more worked up in anticipation of something scary than I do being jumpscared repeatedly. Thus, I was in a state of panic because I was certain that the monster was going to show up at any given minute, until I realized the monster was never going to show up. We never hear the howls or see claw marks and destroyed bushes in the woods. It's just...a thoroughly not scary game that is supposed to be scary. The one legitimate scare is a jumpscare, and the only reason I don't think it's completely horrible is because it made my little brother literally knock his chair over and RUN from the room. Meanwhile, I only flinched and laughed hysterically. Anyway, I just wish the game had included more legitimate encounters with the monster. Perhaps it would feel less...empty.

    By the way, I think it is completely unrealistic for everyone, including Nancy, to take so long to realize that she is supposed to be the monster's new victim. I mean, I was picking up on that as soon as the game started, but everyone else in the game, besides Renate, practically needed Nancy come out donning a wig, makeup, and full costume to put two and two together. The whole "everything coming together" aspect the plot fell flat for me because I felt like everything was already there at the start. The lack of monster incidents and the ending definitely made this part feel extra cheesy.

    Setting: As much as it surprises me to say this, I have mixed feelings about the setting in this game. While absolutely stunning in appearance and incredibly large, there really isn't that much to look at, which makes the space feel confining and annoying to navigate. It honestly reminds me of Wickford Castle in TRT, except that there is a lot of stuff to see and explore and the "dead space" is explained as part of the original owner's eccentricities. Meanwhile, Castle Finster really only has five areas that serve any purpose, and the rest are just pretty rooms and hallways. There is an unusual lack of doors in the hallways too. Now, I've never been to a Bavarian castle before, but I imagine that there would be more than one door in each "wing" or corridor of the castle. Considering when Castle Finster was built, it would not make a lot of sense to have such large rooms or corridors for the sake of decoration. The interior architectures is extremely confusing as well. I still don't know if the room Renate is Similarly, the courtyard, while expansive and beautifully designed, doesn't offer much to see or do. You only need to go out there three times over the course of the game, which I find rather disappointing. The same applies for the forest and passageways, but you go in them even less and they are confusing for absolutely no reason, at least gameplay-wise. Complaints aside, I think the setting is absolutely beautiful, and I love how authentic it feels to Southern Germany. The blown glass, cuckoo clocks, glockenspiel, and the adorable clockwork vending machine were all small, but lovely tributes to the trades and art of the region.

    Characters: I absolutely love the characters in this game! They are so quirky! My favorite tends to change every time I play, but I love Renate's dialogue and backstory the most. Lukas is probably my favorite character though. I'm going to do my usual format to talk about each character, but I'm not going to talk about the phone characters, even though they play a slightly larger role in this game. (Let it be known that I cannot stand Markus at all, and the only thing about him that is remotely entertaining is his road rage.)

    Karl Weschler - bürgermeister of Castle Finster, board game enthusiast, victim of Lukas' pranks
    Pros:
    1) Hilarious

    2) Genuinely cares about Lukas, despite thinking he is a pest

    3) Seems to really care about the safety and welfare of others
    Cons:
    1) Makes you play Raid

    2) Doesn't believe Nancy about the monster or take the monster problem as seriously as he should

    3) Not the greatest at his job (though he tries)

    4) Spends most of his time playing with dolls and designing board games (I recommend a career change)
    Reasons for Suspicion:

    1) Believes he is cursed

    2) Unhappy in his job

    3) Knows a lot about the castle's history
    Other Notes:
    1) Karl cracks me up, but I'm extremely empathetic to him as a character. His whole backstory, which I will not reveal, is really endearing (and that one story he tells is absolutely terrifying to me). I'll just say that he has more of a monster in his life than the one at Castle Finster, and I'm really happy that he was able to free himself from its clutches. Proud of you, Karl.
    2) This game has so many great lines, but my favorite dialogue from Karl is probably, "No one likes lederhosen. Look at these...all of these straps and hooks and what-have-you. It's like I can't be trusted to keep my shirt on. Do you know how long it takes me to put these on in the morning? Nine minutes! And it's not like they look good! I look like a sad old Pinocchio."

    3) I feel bad that Lukas terrorizes him so much, especially given how anxious he is, but it must be pretty funny given how Karl behaves about everything.


    Anja Mittelmeier - castellan of Castle Finster, aunt to Lukas
    Pros:
    1) Nice

    2) Helpful

    3) Gives good advice

    4) Extremely dedicated to her job

    5) Smart
    Cons:
    1) Seems to have some anger issues

    2) Evidence of past lying behavior

    3) Badmouths her boss in front of guests...pretty unprofessional
    Reasons for Suspicion:
    1) HATES Karl

    2) Has a history with Markus

    3) Knows a lot about the castle's history
    Other Notes:
    1) Anja was my favorite character the first time I played the game. I still like her fine, but her backstory isn't as moving as Renate's. Anja has a monster in her life besides the one at Castle Finster too. I won't reveal it for the sake of spoilers, but I love how Nik gave everyone their own personal monster.

    2) Anja's lines aren't as memorable to me, for whatever reason, but my favorites are probably these:

    "Blah! So incompetent."

    "I think Karl has been placed on this planet to test my patience."

    "Glass is - everyday magic. Out of all this power and fire comes something delicate and strange."

    "He's the victim of a joke alright, but it's more cosmic than practical."


    Lukas Mittelmeier - resident of Castle Finster, son of security guard, nephew to Anja, prankster
    Pros:
    1) Hilarious

    2) Adorable

    3) Funny

    4) Helpful

    5) Smart
    Cons:
    1) Not the nicest to Karl

    2) Pranks Nancy
    Reasons for Suspicion:
    1) Huge prankster

    2) Knows a lot about the castle's history

    3) Most likely person to dress up as a monster for fun
    Other Notes:
    1) I adore Lukas. He is such a cute kid, and I don't understand why the other kids at his school don't like him. He is so helpful throughout the game, and he really seems to like Nancy. Such a wholesome, funny little bean.

    2) My favorite Lukas quotes:

    "Did you know that hundreds of years ago, they used to have gallows here, and you could see it right from my window? When I visit my uncle's place, he just has a grocery store outside his window."

    "I'm only allowed to watch two hours of television a week. I've got a lot of time on my hands."

    "Oh, Karl can't catch me, that's just how it is. Karl couldn't catch a cold that was looking for him. Karl couldn't catch a ball if you glued it to his hand. Karl couldn't catch an acorn if he was the ground. I can continue if you'd like. He couldn't catch a...a thing if he was a different thing... I really didn't expect you to say yes."

    "Oh, they were great! It was like 'Warning: Stairs. Falling may occur.' Or 'Avoid choking hazards: Use the buddy system at dinner.'"

    "Shh, I've got a good thing going, don't ruin it for me!"
    "No thank you! We've already got one!"

    "What is your name? What is your quest? What is your favorite color?" Lukas quotes Monty Python and the Holy Grail in the outtakes. Lukas is a child after my own heart.


    Renate Stoller - traveling storyteller, visitor at Castle Finster
    Pros:
    1) Beautiful storyteller

    2) Seems to care about Nancy's well-being

    3) Wise
    Cons:
    1) A bit hostile towards Nancy

    2) Grumpy

    3) Threatens Nancy occasionally
    Reasons for Suspicion:
    1) Always appears when the monster appears and the monster disappears around the time she leaves

    2) Has a bad reputation at Castle Finster

    3) Knows a lot about the monster, the missing girls, and the castle's history

    4) Snoops around the castle a lot and seems to know more about everything going on than anyone
    Other Notes:
    1) Out of everyone in the game, Renate is the most fascinating character to me. She's actually one of the most interesting and complex characters period, and she has the best dialogue. I won't tell her backstory, but it is so beautiful and tragic. When you realize what has motivated her behavior for most of her life and the reason, it's painful. What a remarkable person. Like Karl and Anja, Renate is being tormented by her own unique monster, but the monster itself is her monster too. I wish I could say more, but I don't want to spoil it for anyone. My favorite moment in the game is hands-down the optional "sidequest" you can do with Renate.

    2) Her stories are so beautiful. I wish we could hear her tell them. I know it's unlikely she will show up in another game, but I am desperate to see her at work.

    3) There are so, so many quotes from Renate I love, but here are my favorites and the ones I quote most often in real life:

    "A knight in shining armor never did anything for anybody. He never fought. A knight in dented, scraped armor, now that's what you want."

    "Fate has a cruel habit of digging in its claws when tempted."

    "Now you just wonder will the fast food place be on the left side, or the right side of the street."

    "The worst monsters are self-made. They are people like you, and like me, but they have taken a terrible turn. They let everything awful, everything sad take up all of the breathing room in their hearts, until all they know is revenge."

    "One thing I do know is monsters, human or otherwise, can't stand hope. They can't stand being near a good heart. They try to destroy anything honest and good. They can't bear to remember how they once were."


    Music: I absolutely loved the soundtrack when I played the game for the first time; however, much like the plot, my opinion of it has slightly decreased over time. Don't get me wrong, the music is really quite nice, but some of the tracks gets a bit stale or annoying after you hear them so many times. I feel like this soundtrack has just as many songs as usual, but maybe you hear some more than others? Maybe I am just more sensitive to the number of times I hear certain tracks because they bother me. For instance, the "Waltz" theme, while certainly reminiscent of German folk music or...polka, flat-out gets on my nerves now. Maybe if it was a little more upbeat I might like it more, but something about that tuba and accordion/fiddle combo annoys me. I'm not too fond of "Spy" either. There's something about these two tracks in particular that comes across as silly and jovial, which is a bit off-putting in a game that isn't supposed to be either. Nonetheless, I think the themes perfectly fit as background music for interactions with Karl. "Castle" isn't quite as grating as those two; I sometimes like it and sometimes don't.

    That being said, there are also some compositions that I truly love and enjoy. Without question, my favorite of them all is "Creature." The first time I heard this piece, I was floored. We had never had anything close to a choral arrangement in the soundtracks before, which made this composition feel insanely epic. It would have been epic regardless, but adding that strange chanting just made it sound more ominous and added so much tension. The perfect theme for the monster, and one of Kevin Manthei's most stand-out compositions for the games. "Tension," "Forest," and "Mystery" are my other favorites. I have never heard such genius use of pizzicato in a game's soundtrack. It's such a lovely piece anyway, but those pizzicato segments make my hair stand on end. All I can think of are spiders crawling when I listen to it. "Forest" is even eerier than "Tension." Like "Tension," it uses staccato effectively--not sure what instrument that is because it sounds too plucked to be a dulcimer (maybe a zither?) and the timbre doesn't fit a guitar--but it's the out-of-sync strings gliding up and down chromatic scales that makes this composition so chilling. "Mystery" is insanely beautiful as well, utilizing a boys' choir, solo piano, solo violin, and sustained strings in accompaniment. So lovely and so haunting! All three are so delicious to listen to and more than make up for the less enjoyable compositions.

    Puzzles: Well, I can't say I'm very keen on the puzzles in this game. There aren't a lot of puzzles in this game, and most of them are pretty easy. A lot of them feel recycled from other games and generally uninspired, which is a shame. Many don't have any tangible connection to "Bavarian culture," Germany, or the game's plot either. Anyway, let's break it down:
    Great: Monster, CCTV puzzle

    I love Monster. So much. I will play Monster with Lucas more times than could ever be necessary because I think it is so cute and fun. I don't know why, but I love the CCTV puzzle, even when it makes a reappearance in later games. The sound effects might have something to do with it.

    Good: Glass tile puzzle, security code clue puzzle, glockenspiel puzzle, clock puzzle, decoder puzzle, cabinet code puzzle, cell lock puzzle

    Honestly, most of these deserve to be in the mediocre section, but the puzzles in this game are so boring and so few that I decided these were not quite as bad as the rest. For the most part, they actually have some connection to the castle or Bavarian culture, which is why I can give them some praise. Of them, my favorite is the security code clue puzzle.

    Mediocre: Matching monsters, balancing cards, sharpening shears, finding the dungeon, well puzzle, gate slider puzzle

    Not sure if all of these count as puzzles, but this game has a couple sleuthing tasks that sort of fall under that category. Anyway, these were just...meh. That's all I have to say.

    Bad: Forest navigation, passage navigation, finding necklace puzzle, legend picture puzzle

    Two of these aren't really puzzles, but the first time I played the game, I thought they were going to be. If they had been utilized the way I was hoping (and dreading), they would have been amazing. However, they are just unnecessarily confusing and for that they are bad. Finding the necklace is too easy--I did it on my first attempt this time and I didn't even remember where it was--and the legend picture puzzle makes absolutely no sense in the context of the game. Plus, it is way too easy, which is a running theme among all these puzzles. Maybe they were trying to make up for SAW.

    Horrible: Renate's bag, ending letter puzzle, Raid

    I cannot stand Raid. It's supposed to be a strategy game, but there is really no element of strategy to it at all. I admire the creativity of it in terms of design, cards, etc., but it is not fun. I would rather play Candyland than Raid any day of the week, and I think it's almost the same level of difficulty. One this most recent playthrough, I had to sit through it for FORTY MINUTES. Literally, the yellow player got to the end before I was even on the inner part of the board, but he was stalled until both I and the black/purple player made it to the end and lost for about thirty minutes. If there was a way to play the game at 3x speed, I might not hate it as much, but still...thinking about having to play Raid one time has prevented me from replaying this game before.

    Renate's bag puzzle isn't that horrible, but it used to be insanely difficult for me when I didn't realize I could rotate the items. I want you to imagine how much effort it takes to stack those items when you don't realize you can rotate them. I would try to manipulate them by letting them fall and catching them or stacking them under horizontal or next to vertical items. It was insane. Now, however, the puzzle is quite easy because I learned that you can rotate things without incurring Renate's wrath.

    The ending letter puzzle is also awful. Not only do I not understand why it exists--the legend does not mention this possibility at all--but it is insanely difficult in a game full of puzzles that are not difficult at all. I gave up after five minutes when I played it the first time. Any puzzle that makes me give up and look up a solution that quick gets a "no" from me.






    Graphics: There is only one word needed to describe the graphics in this game: GORGEOUS! Truly, CAP is on another level when it comes to environmental graphics. I genuinely didn't think Nancy Drew games could get much prettier, as they have always had stunning environments, but when I walked into Castle Finster's foyer for the first time, I'm pretty sure I looked like this: . The ornate details, the realistic textures, the superb lighting, EVERYTHING was perfect. Even though it's still pretty early in the series compared to its successors, I still think CAP is one of the prettiest games in the entire series. Absolutely gorgeous! The character models are equally impressive. Like SAW, their appearances are a perfect blend of stylized animation and realism. They look like distinct people, but don't come across as creepy or unsettling by being too realistic. The textures used for their skin, hair, and clothing are perfect too. Just absolutely beautiful character models. I have nothing but praise for the graphics in this game!

    Ending: This is easily one of the most disappointing endings for me, even though it isn't that bad. Part of the reason I found it so disappointing was how the game had kind of set up certain expectations the entire time and then did not deliver on them at all. To start, a character goes missing, and you are tasked with finding them. For me, this immediately signaled that the end was coming, and I wasn't entirely sure why this character had to disappear when it was obviously not the monster's usual modus operandi. Still, I was alarmed and set out to rescue them. While all of this was happening, I was certain that the moment I had been dreading all along was finally upon me as I scoured the forest, castle, and passageways. I quickly found the character, did the necessary puzzle to rescue them, and then wondered what was next. Soon, I found my answer via yet another jumpscare. This time, I was certain that my worst nightmares were coming true. Surely, now would be the time for the thing I feared most. Yet, again, it was not. I solved the puzzles--cheated on that second one--and then found myself in the exact place I had been dreading all along, even more than the forest. (Note: The entire game I was terrified of going into the forest because I was sure something was going to happen. To say I was disappointed would be an understatement.)

    As I walked through the passageways, I was practically shaking with fear. Finally, the moment I had been waiting for and dreading had come. I was achingly certain that at any minute, I was going to be confronted by the monster and have to run my way through the maze and the forest without getting caught, by which I mean dying repeatedly and using second chances. Imagine how terrifying that would have been, and how fitting given the role Nancy plays in this story and the legend of the missing girls. Surely, we would be reenacting it in the game, right? Wrong. Unfortunately, the ending that the game seemed to be promising from the very opening cutscene was not delivered. The ending we got wasn't even in the ballpark.

    After Nancy frees herself and ends up in the final location--which makes no sense because why would Nancy choose to go back there when she just got knocked out in that spot and there are multiple other exits that aren't locked--she confronts the monster in a Scooby Doo-esque scene. The culprit reveals their identity and motive. I'm not going to lie; I cannot stand the culprit choice or their motive. Even though it isn't out of left field, and there are plenty of things that might lead the player to that conclusion prior to finding condemning evidence, I don't think it really fits the character at all. I mean, why go to so much trouble? Is it really worth legitimately killing an innocent person? Wild. Anyway, I can't go into more specifics than that, but I'm still overwhelmingly disappointed with how the game ended, minus the ending letter. The ending letter wrapped everything up really nicely.

    Other points of interest: The voice acting in this game is solid. I found the accents to be convincingly authentic, and the deliveries are stellar across the board. Renate's voice actress blows me away the most, but they are all genuinely incredible performances from every voice actor. Also, shout out to Lani for her work as the monster. I especially love the monster display in the gift shop with the five different "emotions" that differ by language as well. Fabulous!

    I promised myself I wouldn't go into a long-winded rant, but I wanted to mention how much I dislike the conflict between Ned and Nancy in this game. I didn't like it then, and I certainly don't like it now. Given how long Ned and Nancy have been dating and how he has acted in literally every game prior, I thought his response was really out of character. Both of their reactions were valid--him wanting her to spend more time with him and her wanting him to let her live her life--but it leaves a bad taste in my mouth. I get what Nik was going for by making Nancy's relationship a little more realistic, but I don't think it was tasteful. Plus, it made me actually like Frank for Nancy more than I already did after Last Train to Blue Moon Canyon. I guess this is what started that whole thing for most people.

    The Takeaway: If I were to describe The Captive Curse in one sentence, I would that it was good, but leaves much to be desired. You're met with a great cast of characters, a compelling plot, beautiful music, and a gorgeous setting, but left with the feeling that something is missing. The poor puzzles and lackluster ending do not help. Everything about this game really comes just shy of perfection. Therefore, if I were rate this game, I would give it seven stars out of ten.

    So the final question is obviously whether I think you should play this game. Sure! If you are a dedicated fan who wants to play all of the games, I think you will enjoy this one, even if you find it lacking in areas. If you've got a good many games under your belt and you're looking for another game to play, I might recommend something else first, depending on what you've played, but this is still a pretty solid game. If you're a new fan trying to decide what game to play first, I would recommend something different. This game is a bit long, and the puzzles and plot might be a bit disappointing for a first-time fan. If, however, you are looking for something else, I recommend Treasure in the Royal Tower, The Final Scene, The Secret of Shadow Ranch, Last Train to Blue Moon Canyon, Shadow at the Water's Edge, Curse of Blackmoor Manor, The Deadly Device, Ghost of Thornton Hall, and The Silent Spy (all in my top ten).
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    Thank you for reading my review! I hope that my perspectives and ramblings inspire you to play this game, replay this game, look at it through fresh eyes, or try it for the first time. I should be posting a review of Alibi in Ashes within the next week, provided the forum is back online by then, and I will continue to post them as I try to finish up my 2018 Nancy Drew Marathon before MID comes out or 2019 ends (whichever one comes first)...hope the message boards aren't in ashes by the time I finish my next review. (I know, it was a stretch.)

    Previous review: Shadow at the Water's Edge
    Next review: Alibi in Ashes

    Other reviews: SCK STFD MHM TRT FIN SSH DOG CAR DDI SHA CUR CLK TRN DAN CRE ICE CRY VEN HAU RAN WAC TOT SCK2 TMB DED
    Last edited by yukixiaomeimei; December 12th, 2019, 02:04 AM.

  • #2
    I promised myself I wouldn't go into a long-winded rant, but I wanted to mention how much I dislike the conflict between Ned and Nancy in this game. I didn't like it then, and I certainly don't like it now. Given how long Ned and Nancy have been dating and how he has acted in literally every game prior, I thought his response was really out of character. Both of their reactions were valid--him wanting her to spend more time with him and her wanting him to let her live her life--but it leaves a bad taste in my mouth. I get what Nik was going for by making Nancy's relationship a little more realistic, but I don't think it was tasteful. Plus, it made me actually like Frank for Nancy more than I already did after Last Train to Blue Moon Canyon. I guess this is what started that whole thing for most people.
    Ex-act-ly!!! I also hated this element- and I didn't really mind Ned before this (I've been a Frank + Nancy person for years and years, but mostly because I thought Ned was lackluster compared to Frank, and I really had no idea there was a 'Francy' following until I joined these boards this summer- I thought it was just me ) but after this, I really disliked Ned's character (it probably wasn't supposed to have this effect, but oh well).
    I was so excited to play this game when I finally got it, but when the sleuthing was interrupted by relationship drama, I was like "uuuuuuh ! I so don't want do this right now- I want to investigate!!!!!" I was temporarily teed off at Frank for a few minutes too for trying to talk Nancy into calling Ned back. It didn't bother be for too long, though, because I actually forgot all about it until Ned called back. (I never call him back- usually because I get busy and just forget.)
    I realized that, though I've played this game many times, until my most recient game play, I've never talked to Ned again during the course of the game. I'm glad I tested it out, though, because exhausting conversation with him actually opens up more conversation with Frank.
    Anyway, there's my rant.

    Also, I would like to know about your opinion about the famous 'hesitation' by Frank after hearing of the patch-up. For me, I didn't catch it- not in any of my replays. I didn't know it existed until I joined these boards, and I hadn't played DED or SPY yet. I replayed just to listen for it, and I still can't really hear one. If it was intentional, it's sort of a blink-and-you-miss-it thing. What's your opinion?
    "One True Friend to all who are frightened or lost,
    Whether great or small never factor the cost,
    Catch the tears that fall and melt the frost,
    Leave no bridge uncrossed...….


    One True Friend who'll stay, though all others may run,
    keep the wolves at bay till the battle is won,
    Fill the darkest day with blessed sun,
    If you need someone.
    ...He will be One True Friend"

    Comment


    • #3
      Originally posted by Juliana+Walter View Post


      Also, I would like to know about your opinion about the famous 'hesitation' by Frank after hearing of the patch-up. For me, I didn't catch it- not in any of my replays. I didn't know it existed until I joined these boards, and I hadn't played DED or SPY yet. I replayed just to listen for it, and I still can't really hear one. If it was intentional, it's sort of a blink-and-you-miss-it thing. What's your opinion?
      I actually wasn’t aware of the whole Francy thing in the games until this year. Somehow I missed those conversations with him in the most recent games. (I’m terrible about remembering to call phone contacts except when I absolutely have to.) This playthrough was the first time I got to hear the convo about the patch-up, and I DEFINITELY noticed the pause. I thought his conversation with Nancy about “breaking Ned” also seemed a bit weird and out-of-character for Frank, and then he sounded less than enthusiastic about them getting back together.

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