#also yes that is the story of how TRT came to be
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pastafossa · 3 years ago
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fellow writer here 👋🏻 I wanted to know what your drafting process was like for TRT…how did the idea come to fruition and how do you draft each chapter? do you follow a plan to guide the story or just wing it? It’s one of the best I’ve ever read and I’ve always wondered what your writing/thought process looks like
Heyo writer friend! I can absolutely talk about this! And I'm going to do the best I can not to sound too much like this:
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-How did the idea become TRT: so after a friend challenged me to try a 2nd POV fic (the only POV I hadn't written yet) and I'd chosen DD, I was trying to think of an idea that I could build a plot around. That was when I saw a little image blurb that said something like, 'In mythology, a red string of fate ties two soulmates together. It can tangle or stretch but will never break.' And my brain went... what if you had someone who could see those threads? And what if there were more threads, more colors, more types of connections? What if you could feel them? The plotline kind of blossomed up around that: obviously it would be useful for tracking, so a Big Bad should want to use it (enter Man in the White Coat funded by the military), and all protagonists need a Big Secret, so I can use one of my favorite tropes of the Morally Grey But Likeable Bad Dude (enter Ciro). I'd also been taught about the seven basic plotlines for large stories, so it made sense to choose a combo of 'Overcoming The Monster' and 'Rebirth' since those are continual themes explored by multiple characters in the DD universe. I also looked for openings to write my take on my favorite tropes from my favorite stories, and so those influences are there if you know what to look for (books like the Dresden Files, sci-fi fare like Stranger Things, etc).
-How the fuck did you plan this beast and the chapters: I do in fact have a guide/outline for TRT to guide me for each chapter! I generally wing it for shorter fics, but once I realized just how big this was going to be and decided I was going to go for it, I knew I needed an outline. I actually figured out what worked based on talking at a con to Mike Laidlaw, who at the time was the creative director of the Dragon Age series at Bioware, which is known for expansive stories with rich, detailed, branching plotlines. I wanted to know how the hell they kept track of everything, and bless him, he talked with me for a good while. They use a combo of a wiki page and twine, and twine was visual which worked well for me - highly, highly recommend twine. I've got my outline broken down in general events/themes/arcs, and then get more detailed as needed, though not too detailed since I like a little freedom in deciding how to do it as the event gets closer. Generally, everything flows downwards into the chapters like so:
Overall arc: these are the two arcs I listed above - Overcoming the Monster and Rebirth. Think 'Destroy the Ring' for LOTR. Even when a bunch of other stuff happens, these are the two eventual end destinations. I've got this broken down into general stages (which will be broken down further, as you'll see below) like, 'Avoiding connection due to fear of WC', 'Reveals WC tracking', 'Decides to stay and fight WC', 'Thread Training As Prep', 'S.H.I.E.L.D. involved to fight WC', 'Almost Caught By WC', etc. This allows me, at a glance, to figure out how the major events are driving everything else that's happening in any given chapter: how is it influencing the emotions of the characters? How is it nudging events along? What clues should I be leaving? Etc. It also lets me figure out how to create a rising arc of tension. This is then broken down further as needed, and I can get as specific as possible (I broke down Miami pretty detailed as I got closer to it). I also try to make sure most of the smaller arcs in the chapters nudge these two plotlines along at least a little. Everything should serve your overall arc in some way, is what I was taught. Admittedly I sometimes deviate from that cause this is fic and it's fun (aka: why this story is so long), but if I were publishing this, I'd snip some of those elements out.
Major Arcs: these are sometimes breakdowns of the overall arc (say, Matt and her relationship, which both plays into the Rebirth arc and also is an arc of its own), and sometimes they're standalone plotlines. If it were a tv show, some of these would be classed as the arcs for a single season rather than the entire show. I've got Matt and her relationship broken down into stages for this - 'Wanting to Connect', 'Struggling Not To Connect', 'Considering Running To Escape Connect', 'Accepting Connection', things like that. I then have those events broken down further, so 'accepting connection', for example, is broken down into the kidnapping arc, which fuels those chapters.
Minor Arcs/Breakdown Arcs: and here is where chapters usually pop up, and the place I might wing it. This is the reason I leave myself some generalities and open doors in the outlines, specifically so I can go with how the story's flowing at present. Sometimes I can write a chapter/scene in from the very beginning before I have the outline worked out, because I know they'll fit SOMEWHERE even if I'm not sure where or how yet. I had the Post-Nobu chapters plotted out from the very beginning, for example, and the Kidnapping plotline was also written up really early on when I was inspired and the muse bit. Other times, when I'm actually drafting a chapter, I look at where we are in the overall arcs and major arcs, figure out how the plot needs to be progressed (or if we just hit something heavy and need a break), and workshop around different ideas until I find one that fits. While drafting it out, I keep notes at the top of goals for that chapter and the driving theme (so Devil Hunt themes/goals are, say, releasing the Devil, displays of relationship trust, thread training, and just plain fun). Then I write out an in-order list of, 'things that need to happen'. I usually re-read the previous chapter, too, so that I can ensure things flow properly from one chapter to the next. Once I've got all that down, I just... sit and write it out in a fairly basic fashion, glancing at the themes as needed, but still allowing myself the freedom to deviate a little if the flow needs to veer off a little, especially since I can nudge things around in editing (fun fact: roughly forty percent of each chapter you read in TRT is added in the editing process!).
So basically, when it comes to drafting chapters and outlines for a long fic or story like TRT, the way I work is: I like having an outline, specifically so I can figure out how to drive the plot and what clues/foreshadowing I need to leave ages ahead of time. At the same time, I always remember to leave myself a little room to breathe in individual chapters. I've found that locking myself in too much can either stifle creativity or I wind up painting myself into a corner. Let your outline and draft be the bones of the story, the muscle and the meat, while the chapters themselves are your clothes, made to be changed and altered as needed.
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blackjack-15 · 4 years ago
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No, the Creature’s name is Fraulein’s Monster — Thoughts on: The Captive Curse (CAP)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI, SHA, CUR, CLK, TRN, DAN, CRE, ICE, CRY, VEN, HAU, RAN, WAC, TOT, SAW
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it.
If any game requires an extra section or two, they’ll be listed in the paragraphs above, along with my list of previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: CAP, mentions of SAW, mentions of ASH.
The Intro:
The obvious Frankenstein reference in the title of this meta is the only one I make in the whole meta, I swear. It was a mistake to make the monster look like Frankenstein’s Monster, but I’m not gonna drag you guys or the meta down with that.
We’re professionals here.
This is a game with rather big shoes to fill, to be honest — it’s our first game in Germany, comes right after a very well-received “haunting” game and has shades of being a “haunting” game itself, its (small bit of) marketing played off Grimm’s Tales, and Savannah’s comment about staying in a castle where she discovered that the real monster was human cruelty is directly pointing towards it. CAP and its story could have crumpled under the weight of high expectations like MED, MID, and (in a slightly more controversial opinion) SEA did, but instead it did the opposite: in nearly every way, it improved on the Faerietale Formula that SAW inspired, and added to it.
Rather than a spooky haunted faerietale with a Hidden Villain, we have instead a monster — out in the open, even — as our main villain. The difference between ghosts and monsters isn’t really important in, say, a “Scary Stories to Tell In The Dark” or “Goosebumps” book, but it’s fairly important in a mystery, and even more in a Nancy Drew mystery.
As I’ve said a few dozen times in this series — and if you’re not tired of it yet, you will be soon — ghosts are a Reality in the Nancy Drew universe; they exist, they cause trouble, and they sometimes even help the living (or at least coexist with the living).
Monsters, on the other hand, never really exist — not banshees, not werewolves, not malicious wolves with opposable thumbs and the ability to cook poisoned foods, and certainly not monsters that in no way resemble the main villain from a Universal classic horror flick. Monster in the Nancy Drew universe is a Title, not a type of creature. Whenever there’s a monster on the loose, it’s a sure sign that there’s a bitter individual somewhere looking to hurt someone — usually for a personal grudge.
Which, as it happens, is exactly what happened here.
We’re still firmly in a Faerietale game — the ‘Nancy’ games start with ASH — but I do think it’s important to note here that the girls in this game (the victims of the monster, Renate, Anja) are all shadows of Nancy. The previous victims, sharing the designation of the Girl in the Dress with Nancy, are shadows of what could happen to Nancy if she doesn’t change the fate that’s been designated for her — down to the red hair of the original Girl.
Renate is a type of detective, trying to solve the mystery of the tragedies that strike the castle through the actions of the past. And Anja — well, let’s just say that Anja and Nancy have a lot more between then than the first glance might show.
The two women are foiled, especially with their love lives. Nancy’s dating a good man — despite the obvious, glaring problems in the relationship — and so their argument (and her own selfish behavior) isn’t the end of the world, nor the end of the relationship. They stop, they assess, and — with a little help from Anja — Nancy’s determined to try a little harder, leading us straight into ASH. The big thesis statement of the game is delivered, like last game, by our villain — “There’s nothing like love to bring order to a scattered world”. Anja gives Nancy good advice: communicate, and work for what you want.
Anja, however, was not dating a good man; she encouraged him, much like Ned does with Nancy, to be better, to try harder, to really reach for what he could be — only to be cast aside as soon as all the hard work that she had put in to supporting him led to good results. Her world was not scattered before — but after Markus, there was nothing that could put it back together again.
There’s nothing like love, indeed, but when it’s the wrong kind of person…well, the message that Anja took out of it was that somebody, somewhere, should care about her. And if they weren’t going to…well, a tragedy necessitates the force of Fate, and we know what Renate says about fate:
“Fate has a habit of digging in its claws when tempted.”
The last thing I want to touch on in this introduction — which I realize is a bit heavy on themes, but so is the game — is the importance of Titles within this game. The Bürgermeister, The Castellan, The Monster, The Girl in the Dress — this game operates a lot on character tropes, like any self-respecting faerietale, and the titles go a long way to showing who each character is. Karl feels dwarfed and inadequate next to his title; Anja wanted hers so badly that she was willing to lie; the title of Monster strikes fear into the heart of the vast majority of our cast.
And the Girl? The Girl in the Dress is a symbol of helpless fate, a sacrifice to propel the narrative forward. Remember what Renate tells Nancy? “The monster, he is here for you.”
Tellingly, it’s Nancy’s changing of what exactly it means to be The Girl in the Dress that allows our faerietale to meet with a happy ending, rather than a tragedy (the ending normally brought about by Fate, in Renate’s words). In keeping the title but changing the scope of the title, Nancy figuratively beats the Monster, and saves the memory all the Girls that came before.
The Title:
The Captive Curse is, as far as titles go, a masterclass. Nearly all the titles of the 20+ numbers are fabulous, but CAP’s title is a shining star even among them. Let’s talk about the important word in the title — “Captive”.
There are a lot of things that are “captive” in this game. We have the captives of the monster, to start off with, but there’s a lot more where that came from. The residents of the Castle and the castle’s town are also captive — they’re held captive by fear, as evidenced by the doors that refuse to open even when Nancy begs them to.
Shrugging off the idea of keeping this meta even a little bit spoiler-free, I’d also add that Markus is a sort of captive of Anja — there under false pretenses, drawing a web around him to finish him off — and equally that Anja is a captive of Markus’ — the shadow of her dick ex-boyfriend hanging over her dream job, watching him profit off of being a truly terrible person.
Renate and Nancy get in on the action, too. Renate is a captive of guilt, returning to the castle to try to prevent further deaths, haunted by her sister’s early death. She’s also a storyteller — a profession famed for having a “captive audience”. Lastly, Nancy is forced into the costume rather than her own clothes — a captive of the tale that’s being spun by our major players.
The Faerietale
In SAW’s faerietale, Nancy was the visiting prince, the Knight in Shining Armor to look after and save the kingdom. In CAP’s faerietale, however, her role gets changed around — not the least of which because we discover what an actual Knight in Shining Armor really is, courtesy of Renate:
“A knight in shining armor never did nothing for nobody. He never fought. A knight in dented, scraped armor - now that’s what you want.”
This isn’t the cynical take that some might spin it into — the Nancy Drew universe is not and has never been a Nolan-style grimdark-fest, skeptical of any good deed or honest inclination — but instead a declaration that it’s what people do that makes them heroes, that makes them good, that makes them who they are, not what they are (or what they seem to be).
I don’t think it’s a coincidence that, in a game exploring what good a Knight in Shining Armor might be, that the series’ resident Knight appears within the context of his fight with Nancy.
Ned in the video games series is the closest to a Knight that we really get; he doesn’t make mistakes, he’s always patient and kind and understanding, and helps out the best he can without being actually on the scene. In other words, his armor has no dents, nor scrapes, not so much by his choice (excepting possibly CRY), but by Nancy’s. By constantly leaving him behind, she’s cast in him his role as Knight in Shining Armor — but, as Renate points out, that’s not necessarily a good thing. Ned has the potential to be and do more — as ASH will show us.
And yes, there’s someone in the series that fits the knight in dented, scraped armor, but this is not the time for a Francy meta. If ever there is a time for Francy meta.
The biggest thing that changes from SAW to CAP is that Nancy’s learned from last time, and starts trying to figure out the faerietale she’s in the minute it starts in earnest. When she hears Renate’s tale, she’s sure she’s figured it out — guessing it was about Renate’s sister — but we’re shown that her perception is a little off (as the girl was Renate, not her sister). This shifting up of the roles is crucial thematically to our ending, where Nancy gleefully assumes the role of the Girl in the Dress as the hero of the piece, rather than the victim that the Girl had always been.
What Nancy happens upon here I’ll cheerfully call the Power of the Storyteller. All faerietales shift and change depending on who’s telling the story — look at the thousands of versions of Cinderella had all over the world, all too old to just be a knockoff of their geographical neighbor’s story or (yes, I’ve heard this) based off the Disney property.
With Anja telling the story for the majority of the game, it’s a tale about how sometimes the “monster” (and her version of a monster, specifically) wins — and how sometimes they deserve to win, to perpetuate the faerietale as it always has been; as Renate reminds us, “when death goes to take a ride, he follows the road that serves him best.” In Anja’s mind, there must always be a Monster, and there must always be a Girl in the Dress. With Nancy taking over the story, however, it’s about how the victim doesn’t have to be the victim, and that they have the power to assume their own destiny.
In other words, they’re playing out the central conflict that Renate outlines in her first discussion with Nancy: “If our time together is a comedy, then I was brought here by coincidence. If our time is a tragedy, then it must be fate.”
Coincidence and fate are also, coincidentally (heh) the driving forces in a faerietale — except that fate is also a driving force for romance. And because romance is our Chief Concern in CAP’s story, a lot of the story is about fighting against fate. In the end, it’s a coincidence that Nancy arrives, but Anja tries to spin it into fate by making her the Girl in the Dress. It’s only when Nancy takes charge, not letting fate have its say, that she arrives at the ending and is able to best Anja.
One of the great questions that this faerietale presents is about the Monster is whether or not it ever existed. In a Faerietale, the Monster nearly always exists in some form or another, needing to be drawn out and killed by our hero(es) before the day can be saved.
Indeed, in Anja’s modern-day retelling of the faerietale, the monster doesn’t exist — at least, not in its Monstrous form. In her story, Markus is the monster, and she must put on the guise of a monster in order to defeat him — in other words, if a monster is going to win, it’s going to be her.
To quote Ned’s astute observation, “[Castle Finster] has too many monsters.”
But it’s Savannah’s words that we should look to, as she’s a Storyteller just as much as Renate is. Savannah, heavily implied to be speaking of Castle Finster, says that the monster she found wasn’t a ghost — it was human cruelty that made the castle and its history so terrifying.
So we’re faced with the question: did the monster ever exist, or was it solely bad people, stealing cattle and sheep and young girls away for their own wicked purposes? Was there truly an amorphous being roaming the countryside, or was it just a clever way to shift blame from those who would do evil unto others? Remember what Renate tells us about monsters:
“The worst monsters are self-made. They are people like you and me, but they have taken a terrible turn. They let everything awful, everything sad, take up all the breathing room in their hearts, until all they know is revenge.”
The answer I would give is that, for this faerietale, it doesn’t matter if the Monster is real or not. The concern is not the nature of the monster, it’s the people’s reaction to the idea of a monster, real or imagined, that sets off our faerietale and provides the stakes. The fear is real and palpable, and the ends of our villain, while understandable and perhaps even praiseworthy, require some downright dastardly means.
The Mystery:
We open first on a look back at a young girl in an Era Past being captured by an unseen monster in the woods near a castle…only to have Nancy drive up on the Castle Finster itself in the modern day. Nancy’s been called in by the owner of the castle, Markus, who wants any troubles with the legendary monster cleaned up before he and his Rich Investor Friends arrive.
Rather than a welcoming piece of history, Nancy is greeted with a scared, unwelcoming town, the fear of the monster looming large and cutting deep — and that’s before the Curse itself turns its eyes on Nancy, forcing her to play along as the Girl in the Red Dress, the favored victim of the monster. Those in the castle are kinder than those outside of it, but there’s still the sneaking suspicion that someone is up to no good, using the guise of the monster to wreak a little havoc of their own invention — and time is running out before the monster claims yet another victim…
As far as the mystery goes…I don’t like to use words like “spectacular” because let’s face it, every game has its holes, but honestly CAP’s mystery is pretty spectacular. Attention-catching, a bit sad, a bit horrific, and loaded with faerietale tropes, subversions, and themes — there’s honestly just not much wrong here, especially given the limitations of, well, making a Nancy Drew game in the first place. The writing does a masterful job at hinting at horrors that, given the rating, they can’t say out loud, while still telling a fully cohesive story that even the young players will be able to grab at and understand (if not to quite the same extent)
The Suspects:
The game begins with Lukas Mittelmeier, so perhaps we should too. Lukas is the rather precocious son of the head of security of Castle Finster, as well as being Anja’s nephew. Bright, mischievous, and a huge fan of games and pranks, Lukas makes the castle a little more interesting — as well as making Karl’s life a bit more hellish.
Unlike another youth living in a castle (coughJanecough), Lukas is bright enough to be a competent culprit…he just isn’t malicious enough. Sure, he’ll play dress-up, spook Karl a bit, and stall Nancy outside the gates of the castle, but that’s really as far as he goes. He would have been an especially poor culprit, thematically speaking, and so it’s a good thing that the game never really attempts to lead you there. Even his dressing up as the monster is more meant to lull the player (and Nancy) into letting down their guard so that the real monster is a bit scarier.
Next up is the Bürgermeister and bad-luck-magnet himself, Karl Weschler. Having encountered his doppelganger as a small child, Karl has expected — and received — bad luck for the rest of his life, and lives in fear of being the cause of unhappiness to those around him. He’s also a board game enthusiast, having developed the (incredibly fun, it should be noted) board game Raid! and enlists Nancy to help him polish it while she solves the “huge monster problem” that Markus hired her for.
As a culprit, Karl would have been interesting, but thematically a little off. It would have had to be a situation where enough bad things happened around him at the castle to make him want to shift the blame, dressing up as the monster in order to throw the punishment off of himself and onto a nebulous force. An interesting plot to be sure, but not one that fits the more sinister nature of the game.
Our charming castellan and cunning culprit, Anja Mittelmeier is next on the docket. Incredibly good at her job, polished, polite, and fiendishly dedicated, Anja keeps the castle in good running order, gives Nancy advice, and is a doting aunt — all while secretly sabotaging Markus by acting as the monster.
I have a lot to say about how good a character Anja is — which I’ll cover more in the next section — but she’s also the perfect villain. All the information you need to figure out who she is happens to be presented to Nancy pretty quickly, but none of it is in the proper context to make it obvious.  Even her line — “there’s nothing like love to bring order to a scattered world” — is sweet and romantic at the time, and rather chilling and menacing when you have the whole context of exactly what Anja is doing to ‘bring order to a scattered world’.
It seems only fitting that after Anja should come Markus Boehm, the owner of the castle and the ex-boyfriend that Anja is working for revenge against. Markus is snappish, short-tempered, obnoxious about his money, and rather boorish — though he has some of the funniest lines in any Nancy Drew game — and is guilty of a lot, though not of haunting his own castle.
Casting Markus as the villain would have made this game an entirely different faerietale, one that would have necessitated Anja becoming The Girl in the Dress rather than Nancy. It might have been a more stereotypical Nancy Drew story, but it also would have been weaker – after all, a lot of the horror in this faerietale comes from the curse having its eyes firmly on Nancy, rather than on her watching it unfold.
Finally, our most divisive character is probably Renate Stoller, a cake-loving storyteller bound to Castle Finster by a mixture of fate and history. Personally speaking, I’m a total fan of Renate; she has a lot of freedom to liken the situation to stories and to spell out the fact that all stories are ambiguous without being morally relativist or faux-deep.
As a villain, Renate would have been interesting — set to haunt the castle that has haunted her for so long and caused her pain — but it would have removed the Storyteller archetype from the game, causing the player (and Nancy) to doubt everything she’s said, which would have been a shame.
The Favorite:
There’s a lot to love in CAP, both big and small, so I’ll try to tackle this section with some sort of organization, rather than just gushing from point to random point.
My favorite moment in the game is (in a stunning change from 90% of Nancy Drew Games) tied between the beginning and the final confrontation. The old-time film style beginning (a great example of a “cold open” of a type of horror totally distinct from SAW’s brand of horror) through Nancy’s first discussion with Karl is tightly paced and incredibly well done, introducing our main problems, a few characters, and how Nancy is stepping into this faerietale that’s been all but prepared for her. Special shout out to Karl’s “huge monster problem” dialogue, and Lukas’ getting caught at the castle’s gates — just some really great, distinct character writing that we normally don’t get this soon into a game.
The confrontation, which is normally somewhat cheesy, sometimes awful, and nearly always ill-supported (HAU being the best/worst example of this) in a Nancy Drew game, here instead shows off Nancy’s quick thinking and almost triumphant, smug nature when she figures it all out and traps the villain. The games coming up, as I’ve mentioned above, I refer to as “the Nancy games”, as they give us a lot of insight into who Nancy Drew actually is, aside from an amateur/burgeoning professional detective, but SAW and (to a larger extent) CAP really start giving us peeks at Nancy’s character — not as an infallible main character, but as a girl with an actual personality.
My favorite puzzle in the game — and I realize that it barely counts — is quite honestly Raid. Normally, the games that HER comes up with as minigames within their games are lackluster at best and criminally annoying at worst, but Raid (along with the games in ASH which are particularly enjoyable) is fabulous; it gives us more of that faerietale vibe that the game runs on, brings in Germany’s well-deserved reputation of being the King of Board Games, and actually contains a few moments of good characterization for Karl as well.
And I’m a sucker for getting to create your own card for the game. That’s just stupid cool.
One of the things that CAP does particularly well is its characters, so let’s talk a bit about them here.
Renate, a common favorite, mostly lives up to her hype, due to her storyteller’s dialogue, status as a Sage (slightly different from the usual Sage in a Nancy Drew game, due to her backstory), and intense relatability with falling asleep after eating cake.
Lukas is one of the few child characters in the ND games that actually feels like a child, so he gets points there automatically, even without noting how charming he is. Having Nancy talk to him under the table is also gold, even with the sense that she’s just humoring him, and having him dress up as a monster in a fake out that fools nobody (and even better, is not meant from a writing standpoint to fool anyone) feels perfectly in character for a relatively unsupervised rapscallion like Lukas.
Last on the favorite character list is Anja, a character done To Perfection. It breaks my heart sometimes that she’s the villain, but her character also wouldn’t be complete without being the villain — nor would I love her so much. Anja is patient, loving, a great aunt, friendly, gregarious — and a villain. Her line when she’s talking to Nancy about how she was honest and worked hard every day, and no one cared hits me every time. Anja’s a perfect example of a character who is intensely sympathetic and quite relatable without ever having the thought that her scheme involving Nancy was even a little bit okay. She’s a villain that I’d love to have come back, whether as a villain again or as a begrudging helper.
Finally, let’s get down to the miscellany.
The dialogue in CAP is pitch-perfect, from the distinct way of talking that each suspect has, to Markus’ insults, to the one-off phone call with the pamphlet company. The game in part is so fun because the dialogue is so fun, walking the line between faerietale-style narration (Anja, Renate) and almost Buffy-speak modernity (Karl, Lukas, Markus).
The last thing I want to touch on it — yes, you knew it was coming — the fight between Ned and Nancy. Yes, I’m a Francy shipper, and I do love that Frank is the one Nancy turns to for help with the fight, but that’s not what this part is about.
First off, I love that problems that would /necessarily/ come up in a relationship like Ned and Nancy’s are brought up here; Nancy’s constant jet-setting, while a common side effect of the job she does, is also something that would cause tension — especially considering that Nancy doesn’t really tell him when she sets off for another state/country at a moment’s notice.
A thing that has become Increasingly obvious over the entire series is that Nancy is, let’s face it, not gonna win any awards for Girlfriend of the Year, and in fact might win the opposite award. Ned is constantly giving her attention, validation, helping out when she calls him, and is understanding when she cancels; for her to not give the same amount of care to him (in different ways, as everyone needs different things, of course) becomes more and more glaring as time goes on.
My firm stance on being a bit anti-Nedcy comes from the belief that Ned deserves to get as much out of a relationship as he puts in, and Nancy, as the person she is and even as the best person that she can be, just can’t provide that. Their needs as people are just too different for a relationship to be fair for either person – and, as this game demonstrates, though Ned has the shorter end of the stick, it’s not fair for either one of them.
The Un-Favorite:
There’s not a lot that goes into this section, to be perfectly honest.
The forest is probably my least favorite section of the game — the part that I consider before starting a new game over — but besides tweaking it slightly to help navigation not be quite so frustrating (see below), even the forest is a pretty good puzzle.
The bag puzzle — especially if you, like me, forget every time that you can rotate the objects in Renate’s purse — is the only other annoyance in the game, and ranks as my least favorite puzzle over the forest simply for the fact that you can use a walkthrough to navigate the forest, while you can’t use a walkthrough to do the bag puzzle for you.
Other than that, CAP is just a wholly solid game — no least favorite dialogue, no awkward moment, no point where I turn down my brightness to make it seem like This Isn’t Happening.
The Fix:
So how would I fix The Captive Curse?
Honestly, the first and only change I would make is to fix the forest just slightly. I get that it’s a puzzle, but it’s not quite visually distinct enough to make it feasible for a lot of players to learn how to navigate. To fix this, I wouldn’t take out the forest, I would just make each piece of it a little more visually distinct, with more markers so that players couldn’t lose their place as easily.
There’s nothing other than that worth fixing. Even my dislike of the bag puzzle isn’t strong enough to suggest scrapping it, and it’s a type of puzzle that many people like and are quite good at — not to mention the fact that it’s not at all gamebreaking in its difficulty.
The Captive Curse is often sort of a “top middle” or just “middle” ranking for a lot of players due to the fact that it’s not quite as showy as a lot of “favorite” games, and thus can get lost in the fandom shuffle. But looking at it as both pieces and as a whole proves that this game is one of the most solid in the series sporting a great mystery, fantastic characters, and more than a little faerietale wisdom to carry to the next story.
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atlaese · 3 years ago
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✨AO3 Tag Game✨
tagged by: @pastafossa​! I- what!! when i saw this notif i think my heart stopped. like. i did not realize you knew i existed i am such a big fan of your work!! i read the whole of TRT in like... a week when i should have been studying (i am hardcore fangirling rn!!)
1. How many works do you have on AO3? right now i have 9 works on there! i only made an account last month and decided to publish some of my beloved fics on there too!
2. What’s your total AO3 word count? 35.777 sksks, it's not much but it's something! i'm still working on a few things (bucky stuff and matt stuff) so we might see an increase soon!
4. What are your top 5 fics by kudos? okay so i'll do the ao3 version, but like on tumblr there's a different top 5?? so interesting!! these are all bucky fics, except for the last one - thats a spencer reid fic!
loving dawn as certainty of sunrise
kill with kindness
wasteland, baby!
black holes
liability
more under the cut bc i don't wanna clog the dash
5. Do you respond to comments, why or why not? yes!!! omg i love responding to comments! i honestly don't get many, but the ones i do get warm my heart so much!! its just so nice to see someone who read your stuff give a short comment why they liked it and idk its so nice to hear and everyone who has ever commented has my heart!!
6. What’s the fic you’ve written with the angstiest ending?
i think homesick at space camp? that is just angst from beginning to end lmao! but i wrote a fluffy part two to it, so i don't know if it counts, but yeah, that one!
7. Do you write crossovers? If so, what’s the craziest one you’ve ever written?
ooh, i actually haven't and i haven't even thought about that! maybe one day, but i feel like my writing skills aren't good enough yet to write more than one complex character in a fic with like... a good plot lmao.
8. Have you ever received hate on a fic?
not yet! my stuff also isn't good enough to receive hate so thats like a plus too lmao we love the duality
9. Do you write smut? If so, what kind?
i tried to write smut once. it was a part two to the pool tables have turned. i had horny thots that night. i published it. then i went to bed. i woke up 8 hours later and it had decent exposure? i reread it. i cringed. and then i deleted it. yes, that was the saga of me writing smut, deleting it and thinking i should never do it again, haha! so atm i don't write explicit smut, but i do like some allusions to it, hehe.
10. Have you ever had a fic stolen?
maybe in my wattpad days? also yes, i recently came across a site that all of the published wattpad stories copied onto it, my old stories to (from like 2014!!) so yes, my unfinished, downright horrible 5sos fics are also on that site :)
11. Have you ever co-written a fic before?
yes, i think in my wattpad days! i honestly cannot remember what it was about or what happened, but i did! recently i haven't! i might be open to it though!
12. What’s your all-time favorite ship?
me x fictional character because i am lonely lmao. no um. super niche but there was this book series called the chemical garden and i liked the main characters relationship with gabriel. i think it was rhine x gabriel. yeah, i liked those two together! i like most canon ships ngl so this one was the first that came to mind.
13. What are your thoughts about writing dialogue in another language in a fic?
depends on the execution honestly! i like little words here and there, sometimes a full sentence if i can deduce whatever is said through context, but when there's full on another language with translations at the end of a fic, i'm less inclined to read it! (most of the time i can understand what is said though! bless me and my obsession with languages!)
13. What was the first fandom you wrote for?
okay. this is hard. i am a little embarassed. so i wrote for 1D first BUT i was never a fan? i was a little capitalist back in my wattpad days and i saw those stories got way more likes and reads than original work? so i was like, lemme use these men to my advantage. i also was too lazy to make a complex character of my own. so yes, 1D, then 5SOS.
14. What’s your favorite fic you’ve written?
hmmm, difficult! black holes is one i adore, just because i put so much of myself in it. but then i also love my short matt fics, and i also really like this one from fatws... so i think those! they're also so different so egjzrgr
no pressure tags💞: @therootsinmydreamlands @belowva @imaginearyparties
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Hi! So I’m conducting kind of a survey/study? Can you rank the games in order from best to worst in your eyes? A simple list will suffice
AHH sorry this took me so long to finally do haha but I finally got it done! (this was. extremely difficult . I struggle) (also sorry some of my notes got kinda long so you can just skip ‘em if you wanna)
1. TRN- it has to be. My list has changed so much over the years and SPY was actually here once, but I’ve realized that this is the one that has stuck at the top throughout the years. It’s just SO. GOOD. from the music, plot, characters, hardy boys, setting, mystery, AUGH it’s amazing
2. SHA- I know this one is quite controversial in the fandom (chores.) but this had always been one of the top for me. It reminds me of my childhood (rip) and I just adore every single setting in this game- the atmosphere is wonderful. I just really adore the plot as well as the Dirk and Francis storyline, as well as the old west feeling (still not over the cliff dwellings or Dry Creek). THIS GAME MAKES ME V HAPPY
3. MHM- this was tough, but this was not only my first game but also it still holds up for me. It’s super old but I just adore the setting and gameplay, the spooks are top shelf and I just adore the feeling of this game from it’s puzzles and storyline. 
4. GTH- I have for sure played this game way too often, but I love it. The vibes in this game are TOP NOTCH, and I will never forget my first playthrough of this game. The story, the charACTERS, setting, music, is all so good. The puzzles tho are a bit of a draw back but I still love this game. 
5. SPY- I felt weird about have two “newer” games in my top five, but I genuinely love this game. It’s moved down since I’ve realized I kinda dislike the puzzles, but the spy aesthetic and the story of Nancy’s mom PLUS the Revenant/Colony Operation is SO INTERESTING to me. Not to mention this game has a unique story structure in the fact that Nancy solving the mystery is actually helping the bad guys which is really unique. I feel like this game also characterizes Nancy really well which I adore. 
6. CUR- So I actually thought this would be much lower on my list because I played this when I was much older than the other ones, so it has less nostalgia for me, but it still has some. (plus a lot of the game was spoiled for me before I played it because I watched a walkthrough of it. Dumb middle school Cambria WHY DID YOU DO THAT) The plot structure and just...the puzzles and how the whole game fits together is so amazing and the music/atmosphere/aesthetic is just SO AWESOME. Genuinely a spooky game and I adore it for that.
7. FIN- I adore this game, the plot, the timer/three days, the characters, setting, everything is awesome. I feel it’s pretty unique to the series which makes it even more special and its just SO GOOD. Plus it has Nick Falcone who is one of the best characters of all time. 
8. DDI- the atmosphere, THE MYSTERY, the whole setting it’s all just. wonderful. I love BEING in this game, and I feel like it’s one of those mysteries that really represents the series as a whole. 
9. TRT- Just like DDI I feel like this game really is a really good representation of these games as a series. It has everything that makes a good Nancy Drew game and it’s atmosphere is wonderful. I also love the history and while it’s way more treasure hunt like than mystery it does have good mystery elements and it’s a very cozy game.
10. SSH- I am shocked this game is so high, and I actually didn’t like it that much on my first playthrough. This is a game that gets better the more you play it because you uncover so much more- I love the museum and all the history, the social commentary, and the mystery IS SO INTERESTING. Like everything with Henrik trying to stop Sinclair and like you know there’s someone bad out there doing this stuff but you’re not sure who, and there’s all this information you uncover AHH. I know some don’t like the phone convos but I feel like tracking down all the different pieces opens up Nancy’s world so much and it makes it feel real. Also just the idea that you have to track them all down is so cool to me. Also the ending is freaky and gives me anxiety to this day.
11. SEA- this game makes me so happy, I adore Iceland, the setting, the story, the ship, the characters, ALL FABULOUS! Some of the puzzles are annoying but that’s a trend for the later games.
12. STFD- it shouldn’t be so high on the list probably but the mystery and plot line is always really fun for me. The whole premise, locations and iconic moments in this game are so special to me. I love just being in the game, it’s so simplistic. Plus, Dwayne Powers.
 13. WAC- this is the game I always fall back on to play. It’s further down simply because the puzzles are a little annoying at times, but the setting is great and I adore the school feeling of this game. It just always has been a game that has stuck out in my mind ever since it came out.
14. CLK- clk is so nostalgic for me, I literally don’t care about the time travel bit because it reminds me so much of reading the books. I love the town, the mystery, and it’s one of those games I can just relax in. You can spend hourS in this game and seriously do nothing but fish, deliver telegrams and play golf. Maybe a game of bard bounce in there too. 
15. SAW- I used to feel medium about this game, but as of my most recent replay, I’ve found I LOVE it. The setting is so freaky and I actually enjoy most of the puzzles. It just has this weird off feeling to it where you’re constantly being told everything is fine when everything is definitely not fine. I honestly wanna make a separate post just for this game, I have so many feelings on it haha.
16. DED- I love the feeling of this game, from it’s Tesla theme, to it’s puzzles, and also it’s a murder mystery which is super interesting. The mystery and gameplay is so fun for me, honestly not sure why.
17. CRY- I love this game’s atmosphere so so much, and a lot of the puzzles are really fun. The whole legend of the skull is fascinating and it has a great spooky vibe to it. However I feel like the plot is a bit weak and I am still salty Nancy doesn’t help Henry more. But also it has Henry Bolet.
18. TMB- I love Egyptology, I love archaeology, and this game is super fun to me for those reasons. the whole idea of the curse is spoopy and the puzzles are pretty cool too. I love both Dylan and Jamilla so that bumps this game up as well. 
19. VEN- I have wanted to go to Venice ever since I played this game, I feel it does a perfect job of making you feel like you’re really there. I love the whole spy aspects, and while some of the puzzles are EXTREMELY annoying it’s a really exciting game.
20. DOG- The vibe of this game is off the charts, I love the history and the mystery is kinda weird but leads you to a treasure hunt which is pretty interesting. I love the puzzles in this game and while the characters are kinda annoying I feel like this game is just so grounded and interesting. 
21. CAP- some stuff in this game is kinda dumb (PUZZLES. WHO PUT THEM THERE I NEED TO KNOW)  but the whole fairytale vibe is great, and I love the fact that Nancy is trying to track down a cryptid. I also kind of hate the culprit motivation, but it is what it is.
22. ICE- this is actually a pretty well put together game, I like the location, and the mystery is nice. It’s one of those that I really question the whole idea of why Nancy is solving the puzzles? Like I get it that she’s trying to get into the needle it’s just...sorta convoluted. Also some of the puzzles are really annoying in this game haha.
23. LIE- pains me to put this game so low on the list, but I freaking hate the puzzles in this game. I like the museum puzzles, and that’s IT. The set has no. reason. to have that weird of puzzles. This is one of those games that would have been better with the treatment of having more practical puzzles like the older games. Anyways, I still love the setting, the characters, and the fact that it’s in Greece, in a museum and has a play about a greek myth makes me really enjoy this game. Plus, I do like the whole villain plot and the ending you start feeling really trapped and freaked out which is exciting. 
24. ASH- I get why people love this game, I really do, but for some reason I always drag my feet to play it. It still is super interesting though from the mystery, characters, bad guy plan, and it has a good classic mystery vibe. I think I just have to be in the right mood to play it.
25. TOT- I actually do enjoy playing this game but the puzzles/chores can be really annoying, and I feel there needs to be more mystery. However I actually do enjoy the setting a lot and there’s something special about it to me. Plus I like to look at the clouds. :3
26. DAN- I like that it reminds me of Paris because it got that vibe, the history and locations are very cool, and I really enjoy being in the game. However the mystery is ditched for Nancy trying to solve the Noisette stuff which is annoying and weird and I feel like this game is a bit unfocused which bugs me. Plus I can’t remember a single puzzle right now other than that horrible wall clock puzzle.
27. MED- Yes, this game is a hot mess and I’m still upset about Sonny, but I actually really enjoy the location and puzzles of this game, it’s just really fun to be in. Also the reality tv show concept is fun. Wish the sheep were alive though.
28. HAU- I like a lot about this game but at the same time it feels very...small? Idk. I just feel like the whole game is Nancy running around on the moors solving random puzzles she just finds in the hopes of finding Matt. It’s weird. I do like the vibe tho and Fiona is a bit freaky. Plus, sheep.
29. CAR- peoplearegoingtomurdermeIwillbethenextjake listen I for some reason feel just meh about this game, idk if it’s just Joy, the location, or WHAT but for some reason it’s mostly meh for me. There’s bits that are fun and I always liked it when I was younger but for some reason it doesn’t do it for me. But I can get why people really like it! 
30. SCK: The vibes are great, the ending is v exciting, and I feel like the school is very creepy and the diner is a solid location. The whole mystery of how Jake was blackmailing everyone and the drug plotline is super interesting to me and while the disk switching drives me NUTS I really like pulling this one out just to feel like I’m in the 90s.
31. CRE- I think this game is fun and has some iconic bits to it, along with the fact I could spend hours at Big Island Mike’s Immersion Excursions, buT the fact is the mystery is freaking weird and I don’t like bugs. But we did get Big Island Mike. 
32. MID- Listen, this game is a good video game, but it’s a bad Nancy Drew game. I liked my first playthrough of this game, I really did, but theres just so many problems with it and it’s so upsetting to see what’s become of the series. You can tell that it wasn’t made by the same people and it doesn’t have the classic ND charm. There are a lot of plotholes and random stuff like the Hardy’s personalities in this game don’t make sense. However there are a lot of stuff that it enjoyable about this game and I will still replay it. It’s just kinda sad.
33. SCK Remastered: Lower than the OG because Beech is dumb and they changed the ending. Also some of the old magic is gone, and all the characters are way less likeable. However it did explain some stuff about Jake so there is that. 
34. RAN- It’s still fun at times and I like the location but the puzzles will be a thorn in my side till the day I die. Also the mystery is just meh. And it needed more characters, that’s just a fact. 
I guarantee that this will probably change by the time we are done with this playthrough, but until then this is my listing. I think it’s really a testament to the games though that there is no game I consider unplayable. SCK could be that game but I am willing to do the disk switching lol.
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sharpdressedbman · 5 years ago
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A Tribute to Chester: Life, Death, Rebirth, and How He Lives on in Memory
How do you properly memorialize one of your childhood idols? Are you supposed to scream, cry, and gnash your teeth? Or do you put on noise-canceling headphones and block out the ambient noise of the outside world for a while? All of these are difficult questions to answer. I guess that’s why they’re rhetorical. It’s hard to believe that it’s been almost two years since Chester Bennington passed. So in a way, this simple little essay is how I can honor him. It feels nice to write something that isn’t fiction or related to a blog for a change[1]. Let’s see how it goes.
Part Zero: Notes from the Underground
I must confess that I was never a member of the official fan club, the LP Underground. I suppose in retrospect that’s how I could have proven I was a legit fan despite never seeing them live in concert except via live stream. But even then, that was a rare occasion. I do remember a t-shirt I got from Hot Topic when I was 12 or so – it had the faces of all of the guys gathered around the classic script font of the band’s logo.
I don’t remember what happened to it. The last time I remember wearing it was in August 2014. I supposed by then I had outgrown it. But still, buying whatever merch I could and getting all of the CDs and eagerly anticipating the next music video all had to count for something.  I knew the names of all the guys, even Mark Wakefield, who was never an official member, and Phoenix Orion (Dave Farrell?), who left before Hybrid Theory but was back in time for Reanimation – more on that later.  
But I digress. Let’s get on with the real meat of why we’re here. In terms of structure, I thought it would make the most sense to go album by album, discuss some memories I have associated with each, and attempt to unpack why they remain so important to me even as time has marched on since then. Growing up with the band, as I’m sure many of you did, you might feel a similar connection that you never fully grasped until the night of the tribute show in December 2017.
Part One: Hybrid Theory
#Forfeit the game/Before somebody else/takes you out of the frame and puts your name to shame/Cover up your face, you can’t run the race/the pace is too fast, you just won’t last. [HT Track 4: “Points of Authority”]
Although Hybrid Theory came out in October 2000, I think the first time I heard it was for another month or two after it came out. It’s still one of the most vivid memories I can still recall, the first time “Papercut” blared out of a cd player. I was sitting in the basement at my buddy Andre’s house and we were playing Perfect Dark with our mutual friend Alberto. It was honestly the perfect soundtrack for the game. Here’s what I said back then: “Dude, who is this? This is awesome!”
               “It’s Linkin Park.”
Even then I thought the name was cool, the way that they intentional misspelled Lincoln – the rule of cool and all that. Elementary school hadn’t even ended yet, but it was still part of my formative years, musically speaking. Before then, I had never discovered any music on my own – my friends had always shown me. My parents didn’t raise me to enjoy music – I hated classical and most of the “standards” went over my head. My parents were still throwing karaoke parties. My old neighbor John showed me James Brown. That’s how I latched onto my first favorite song of all time “I Feel Good”. Then came Third Eye Blind, another early love of mine. But that’s a story for another time, as is my recollections of Limp Bizkit. This tale is about LP.
I wouldn’t realize it at the time, but Hybrid Theory would continue to be one of the most important albums to be me as I left elementary school and hit middle school. The days of Perfect Dark and WCW/nWo Revenge began to fade[2] as Diablo II and Starcraft emerged. The sound of Chester’s howls and Mike’s swagger along with the rest of the bands driving instrumentals provided a backdrop like you wouldn’t believe.  “In the End” stood out in particular, although as middle school came to an end, it became clear that those reasons weren’t ones I wish to discuss here, now. Ask me again another time. It was at the end of middle school (hell, even before) that I confronted the notion of how deeply uncool I was, and probably tangled with imposter syndrome, anxiety, and depression long before I knew what any of those terms meant.
I already knew I was an introvert who was much more inclined to stay inside playing video games, reading, or writing instead of going outside to play street hockey or anything like that. That shouldn’t have meant that I was an easy target for bullying, but hey, it was the 90s and then the early 2000s, so what could you do? LP helped me cope, even if I couldn’t always express my anger in responsible ways.
I think here is a good place to stop and point something out: mental illness has been something that has been immensely important to me – it affects me and I know it damn sure affects my wife and mother in law. I went through a very dark time in my life roughly five years ago that LP also helped me pull out of – but I’ll get to explaining that more in-depth later on. Right now we’re still in the HT era; I just wanted to talk a little bit more about my motivations for writing this piece.[3]
Part Two: Reanimation
#Keep that in mind/ I designed this rhyme/ when I was obsessed with time. [RA Track 3: “Enth E Nd]
Full disclosure: when I first heard Reanimation, I thought it had its moments. But it wasn’t something I could listen to end-to-end and love every single song. Heck, even HT wasn’t like that, since some of the songs had to grow on me. The video with the robots and aliens having a war while the disembodied robot heads of the band sing the remixed version of “Points of Authority” by Jay Gordon of Orgy was definitely awesome, but I don’t know, I had mixed feelings about the album that took years for it to resolve into me think of it as one of the LP’s early era classics that would culminate with Meteora and Live in Texas.
I have a very distinct memory of popping this cd into the car’s stereo while we were out in…Houston? Taiwan? The details are blurry now because it’s been too long. Seventeen years was a long time ago, and 2002 me was simpler, less refined, and yes, much dumber and naïve. On an emotional level, “p5hng me Aw*y” stood out, and even though it wasn’t actually a true Linkin Park song, “It’s Goin’ Down” stood out from this time period too.
Part Three: Meteora
#I’ll never fight again, and this is how it ends…I don’t know what’s worth fighting, or why I have to scream, but now I have some clarity to show you what I mean… [MA Track 9: “Breaking the Habit”]
Meteora is one of those albums I more clearly associate with Diablo II and Starcraft more than any other games. Just something about the overall darkness and broodiness of the album really fit both of those games. Also, this essay project is making me want to go back in time. Not really from a nostalgia standpoint – okay yeah I guess from a nostalgia standpoint. But it was during this era that I really started to enjoy their music videos. Believe it or not, for the longest time, not all of the songs on the album were rated five stars. I used to be stingier with that rating that I am now. It took a while for some of the songs to grow on me, but “Somewhere I Belong”, “Faint”, “Easier to Run”, “Breaking the Habit”. “Nobody’s Listening”, and “Numb” were instant standouts. I’m still not sure what happened to my original copy of this album. The last I checked, I had a burned copy, but not the real deal.
Part Four: Live in Texas
#When I look into your eyes there’s nothing there to see/nothing but my own mistakes staring back at me# [LIT Track 8: P5hng Me A*wy – Live]
Man, I remember this too. It must have come out six months or so after Meteora did, and grabbing it from Kmart was one of my best days. I think it was also the first LP album to have the dreaded Parental Advisory sticker on it, and this is probably the album I blame most for me disliking the edited versions of songs. Sometimes edits can be clever, but when they’re just bleeps or certain naughty words are blanked out, then it gets annoying. Then again, I probably wasn’t a stranger to this concept thanks to early exposure to Third Eye Blind and Limp Bizkit, as I mentioned before. Was this the first time I heard “live” performances of LP? I think it was, and it probably stoked my eagerness to see them live in concert. Alas, it was never to be.
Part Five: Collision Course
#Yeah/Thank you, thank you, thank you, you’re far too kind#  [CC Track 4: “Numb / Encore”]
It’s fitting that as I pick this up on (7/21/19) it’s the day after the 2 year anniversary. I meant to have this finished by the 20th, but it just didn’t happen. Plus “Numb/Encore” was one of the first songs that started up on this go-through of the playlist. If you’re interested in listening to it, I can direct you to my Spotify profile! Numb is one of those songs that have taken on new meaning since his death, but out of all the collaborations on this mashup album, I think it’s the one that works the best sonically and thematically, especially with the juxtaposition between angst and bravado[4].
Part Six: Fort Minor & The Rising Tied
#So sick, if he’s gonna think/That the good lord would come take him/I’m shaking him, “Wake up, you son of a bitch!”#  [TRT Track 14: “Red to Black”]
It was four years between the era of Meteora and Minutes to Midnight. In between that time, there was a sea change. First there was the mashup with Jay-Z, and then this came along in November 2005. I remember being more stoked for it than probably any other music that I discovered that year – and this was when Fall Out Boy, 50 Cent, and Coheed and Cambria dawned on me, among others. For those who don’t know, Fort Minor is/was Mike’s side project. He’s since done other solo stuff under his own name but between then and now he would bust out verses from The Rising Tied and incorporate them into existing songs. I always thought that Red to Black was the most LP-sounding song on the entire album and that for the longest time I thought Chester used Jonah Matranga as an alias and it wasn’t a separate person.  
Part Seven: Minutes to Midnight
#In this farewell/There’s no blood, there’s no alibi/Cause I’ve drawn regret/From the truth of a thousand lies/So let mercy come and wash away# [M2M Track 6: “What I’ve Done”]
In the interest of time, these entries are probably going to get shorter and shorter. At this point, I just want to get the damn thing over with. “What I’ve Done”, the lead single was the one that struck me the most at first; I remember LP making a big deal about how they wanted to start a new sound after leaving their classic era behind. The music video was awesome, and I think LP was one of the best choices for the Transformers movies. I always thought that “What I’ve Done” would make a great wrestling song. Not necessarily as an entrance theme, but as a hype video for a PPV or a feud or something like that. EWR back in the day helped reinforce that belief though I can’t exactly remember what I associated it with – anyway, that’s neither here nor there. The day that I got this album was the same day the shooting at Virginia Tech happened. Finding out that the shooter was a mentally ill Asian dude spooked me. In today’s parlance, I was shook.[5] That’s something that has always stuck out even though it’s something I’ve not been fond of discussing, for obvious reasons. Still, for our purposes here, it is for once, actually relevant.
Part Eight: Dead by Sunrise and Out of Ashes
#Don’t want to lose my innocence/Don’t want the world second-guessing my heart/Won’t let your lies take a piece of my soul/Don’t want to take your medicine# [OOA Track 2: “Crawl Back In”]
The melodies that emerged on Minutes to Midnight, especially when it was Chester’s turn to take the mic, evolved. They turned into another platform for his music: the side-project Dead by Sunrise and their only album, so far as I know: Out of Ashes. I lump this album in with Welcome to the Masquerade by Thousand Foot Krutch and Dear Agony by Breaking Benjamin. All three emerged during my sophomore year of college[6], which was another difficult year for me. I think that is when I had the most trouble sleeping, either by choice or for other reasons.  Out of everything LP-related, I think I have given this the least amount of attention. It’s probably time for that to change, ten years later.
Part Nine: A Thousand Suns
#Now I am become Death, the destroyer of worlds/I suppose we all thought that, one another# [ATA Track 2: “The Radiance”]
If Minutes to Midnight was an attempt to step out of the shadow of Hybrid Theory, then A Thousand Suns represented an aural breakaway. It was vastly different, integrating more spoken word and turning up their signature sound to 12. I can’t remember exactly if it was in 2009 or 2010 that I was meant to go see LP as they rolled into DC. Ultimately, I couldn’t go because of a lack of transport. It all ended up moot anyway because that was the show that got canceled because of Chester being sick. Trying to dig up that post on Facebook is probably beyond me now because it’s a day late. Maybe someday I’ll be able to find it again because those days were golden (at least my pathetic little eulogy for him that I wrote two years ago.)
Part Ten: Living Things
#Fly me up on a silver wing/Past the black where the sirens sing/Warm me up in a nova’s glow/And drop me down to the dream below#  [LT Track 6: “Castle of Glass”]
So if LP had been striving to break away from the sound that made them famous, it was at this point where they were “Nah bro” and went full bore back around into an ouroboros[7] of awesome. While the vast majority of A Thousand Suns[8] had to grow on me over the intervening years, Living Things grabbed me by the throat and never let go. It followed the Hybrid Theory blueprint to a T. After all this time, “Castle of Glass” still stands out as my favorite from the album, but as is often the case, it’s hard to pick favorites.
Part Eleven: Recharged
#When I was young, they told me, they said/Make your bed, you lie in that bed/A king can only reign ‘til instead/There comes that day it’s off with his head# [RC Track 1: “A Light That Never Comes”]
The less said about this, the better. It had its moments, especially “A Light That Never Comes” which showed me the potential of Steve Aoki. But the memory that stands out most clearly about the day I got this album was getting a case of Hell or High Watermelon beer. I think since I got it from Record and Tape Traders, it was the day I found the TARDIS socks for Ally and sent them to her later that week. As you probably gathered from the cluster of footnotes, this was deemed my least favorite “official” LP album, and that ranking has held up in the last six years. It does to Living Things what Reanimation did to Hybrid Theory, but for whatever reason, I can’t bring myself to enjoy it more.  
Part Twelve: The Hunting Party
#Cause you don’t know what you’ve got/it’s your battle to be fought/until it’s gone# [THP Track 7: “Until It’s Gone]
Ah, here we go. LP seems to follow patterns in the creation of their albums. Cause roughly a year after Recharged, there came The Hunting Party. After A Thousand Suns came and went, it seemed like LP was on a creative lull. But then we got LT, Recharged, and THP in three straight years. This came out in 2014, and it’s hard to believe that five years have passed already. To this day, I still think that my favorite part was all of the guest appearances on their album, especially from collaborators they hadn’t featured before then, like Daron Malakian and Tom Morello.
Part Thirteen: Welcome
#First time I did it, yeah I’ll admit it/I kinda hit it and quit it and left y’all hanging# [“Welcome”]
In all honesty, this should be a footnote for The Rising Tied. It came out 10 years later, as a way for Mike to tip a wink and a nod at all his fans that were still waiting for a full-fledged sequel. Fate had other plans, though. I can still remember helping to clean Tidewater while this song blared through my headphones.  This probably became one of my most played songs of 2015.
Part Fourteen:  One More Light
#Who cares if one more light goes out? Well I do# [OML Track 9: “One More Light”]
We’re almost to the finish line. I was super excited for One More Light because it broke a drought of no new music until 2017[9]. The song One More Light became more poignant after his passing. I hope it still makes him proud.
Part Fifteen: Afterword
So where do we go from here?  Honestly, not even the remaining members of the band know. They’re not actively looking to replace Chester, and as a group, they’re still officially on hiatus. I didn’t even touch on any of the DVD or special edition releases that I’ve barely heard. I guess in a sense they’re honorable mentions, but without having listened to them, I can’t form any honest opinions or associations for them.[10]
[/mrhahn]
     [1] It seems fitting that I mention that shirt I got as a twelve-year-old because that’s when I started picking up on writing as a hobby. It was a way to release my imagination and translate what I had in mind into a story, even if those early stories were embarrassingly bad. These footnotes will serve to flesh out those asides since they’ll more than likely distract from the main narrative I’m trying to spin here.
         [2] Although Revenge remains iconic! Even to this day, I still long for an N64 and another copy.
[3] Chester struggled with MI too, even though hardly anyone knew it. It’s what ultimately got the best of him.
[4] My fascination with Genius Lyrics is really helping me to analyze and better understand the meanings of the words.
[5] It didn’t help that he bore an uncanny resemblance to me…
[6] 2009, how time flies!
[7] Not sure how to spell this dang word.
[8] I regarded it as my least favorite LP album until Recharged came out. More on that later.
[9] It wasn’t until that I built the playlist that inspired this essay that I learned that there were some other singles issued between The Hunting Party and One More Light. These tracks include “We Made It” with Busta Rhymes, which actually fell between Meteora and Minutes to Midnight; “Not Alone”, which was between A Thousand Suns and Living Things; and “Darker Than Blood” with Steve Aoki that was between The Hunting Party and One More Light.  
[10] One was called “Frat Party at the Pankake Festival” and the other one was “Road to Revolution”, I think?
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mineofilms · 6 years ago
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Medical Health Update... The Full Story Part One
I was diagnosed with Type II Diabetes in July of 2014. It wasn't that much time later I lost the sight in both my eyes due to Cataract. 6 weeks it started and then took both eyes. The Doctors for Center for Sight; Dr. Kim (yes very Asian, lol) said they had never seen a Cataract this aggressive in someone that was in my age range and the shape I was in. 5'2; 140 lbs, 35 years old @ 8% Body Fat at that time. Mind you professional bodybuilders usually come in, in and around, 3-5% Body Fat. So I was in pretty good shape on the outside. A month later I got surgery on both eyes.
Since then I have lost an additional 10lbs. When I went to the ER in July 2014 to find out what was up with me. I didn't have a dollar in my name. My blood sugar was at around 500 then. I got a DUI in June of 2016 and they tested my blood then. It was High; around 455. I got cellulitis in my right finger in July of 2017, went to Sarasota Memorial, blood test came up at 475.
In the few months to come, I stabilized my blood sugar. However; I was having problems with the insulin I was on (Novolin R, and Novolin N) The N made me very sick and weak. I lose more weight. The R also made me sick an even after eating my Blood Sugar would drop way too low. I'd go to the gym and BOOM. Bottom the hell out in mid-set... I was so goddamn embarrassed.
You have to understand that I am a complete beast in the gym. I go at a hard pace and I don't mess about there. All business... The one place where I can be a complete animal with just about no regard for anything but myself. I love it...
The reason why I am saying all this is to give you some back story about why I am here and why my profile sort of makes no sense on the outside looking in. I am not a typical Type II Diabetic case. My blood sugars are a little high from normal, to the mid 200's. The only time I get spikes is in the AM, Fasted and/or If I eat a late dinner. I might see a 298-303 reading. Those bigger numbers that I talked about above where all situations where my body and my brain were under a lot of stress. Stress. I will come back to that.
So, for the most part, my blood sugars are not that out of control that I need to suffer every day being sick on a poor man's insulin. I have no insurance so I cannot get the Novolog that I need. I have to get the Canadian Version from Wal-Mart.
I was laid off in November, I wasn't feeling good at all. I also have a back issue. Back then it was at its worse. I could barely move around. It got so bad I had to take time off the gym and then another few months not doing LEGS. What real lifter skips Leg Day Yo? So; I was gonna get a shot in the spin but my PCP (Primary Care Physician) was being a real pain about it. Wanted all these tests that cost money I didn't have and I had to pay them. I got upset and just said screw it to both. My back, the shot, my PCP. I fired them both and let them know what I was gonna do. I was gonna eat carbs and squat... They both didn't like that. Get this... After 10 days of treating my back like I had no issues. My pain went from a solid 8 to about a 3. When the pressure drops here in SWFL it does affect it but I can usually fight through it.
So back to my diabetes... Your typical type II diabetic case are bigger people who cannot lose weight. In fact, they gain weight in most cases. Me? I lost 50+lbs in about 8 months and for the life of me, I cannot put weight back on. I literally cannot gain physical mass. No matter how much I eat/train/rest/repeat... I do not gain physical mass... I weighed today at 135... I look good; sure, but I am too small. I need to be 150-155. Then I would feel more me again. Me hopes...
I Googled/WebMD'd the FK out of this and couldn't find much data on "Type II Diabetics trying to gain mass." Almost all the fitness stuff on Diabetes is all big/fat people trying to lose weight. Their disease is what's increasing their weight. Yet mine subtracts and I have only had mild success at putting muscle mass on. It's actually quite maddening.
I truly believe that Stress from 2012-2013 put me into this state. I can actually remember waking up one day feeling like EVERYTHING around me that I knew was "off" or how I was seeing/interpreting it, was, OFF; mentally, physically and emotionally.
This is also why I am single. I do not gain mass because it's likely my T levels are extremely low. I am willing to bet its closer to zero. I am sure you know what low T will do to a guy both mentally and physically. It has literally re-wired how my brain operates now. Especially in the guy/girl department.
Now that I am back to work. I plan to get a GAD Test. A GAD test is a blood test which measures whether the body is producing a type of antibody which destroys its own GAD cells. Apparently, this is related to Diabetes as a whole. Apparently, it's not standard testing down here. How am I not surprised... Anyways... I am going to another Dr. I know from the GYM. He does TRT replacement. So I am going to get tested to see if that might help me be more, ah, more me; you know?
So now I have cut my workouts back to 4 days a week. My job is very physically demanding and I usually drink about a gallon to a gallon and a half of water between work and the gym. I sweat my weight in water so my job is cardio and I do a more powerlifting routine. My body responds better to this but still no mass gain. Will continue this when I see the Doctor and get those blood test results in.
Medical Health Update... The Full Story Part One by David-Angelo Mineo 6/13/2018..
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blackjack-15 · 4 years ago
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Hunting For Some Buried Story — Thoughts on: Ransom of the Seven Ships (RAN)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI, SHA, CUR, CLK, TRN, DAN, CRE, ICE, CRY, VEN, HAU
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it. Like with all of the Odd Games, there will be a section between The Intro and The Title called The Weird Stuff, where I go into what makes this game stand out as a little strange.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: RAN; STFD; mention of FIN; GTH; mention of SPY.
The Intro:
We’re two-thirds of the way through the meta series officially (yay for meta #20!), and what a way to cap off that marker: with the last of the Odd Games.
And my land, how Odd it is. And that’s ignoring that in August of 2020, this game was very quietly discontinued — speculated to be because of the…well, pseudo-brownface in the game.
Oh yeah, we’re starting with that little bomb.
Before we truly begin, however, let me state one fact: the controversies over this game do not make it any more interesting, unfortunately. I don’t know how a game can be both this objectively bad and this objectively boring as a mystery, but RAN is an example of many, many impossible feats in the video game industry (boring yet bad, controversial yet uninteresting, finicky yet sluggish in controls, so it might as well begin as it means to go on.
I’m also stating here for the record that I’m not really going to focus on the social aspect of this game; it’s always been out of the scope of these metas to focus on current events or social issues, and race is such a hot button issue that no matter what anyone says, someone gets mad. Besides that, it’s really not an interesting tack to take with this meta, not when there’s so many things to talk about regarding RAN as a game and/or as a mystery. If you came into this meta expecting a breakdown as it relates to any social issues, this might not be the meta for you.
If you came for a beat-down on RAN, however, you’re in the right place. Get comfy.
Ransom of the Seven Ships had all the pieces in place to make it a great game; we’ve got Bess and George in the (weird, plasticky) flesh, a fascinating and beautiful location, a historical background based in Spanish exploration, the Age of Piracy, and treasure hunting…all of these are great, honestly, and it’s part of what makes RAN so offensively bad — it could have been really great.
Instead of a wonderful game based around pirate treasure, however, Nancy plays games with monkeys, drives on the world’s slowest golf cart, and trusts the only other person on the entire freaking island when he says he didn’t kidnap her friend. Even though he is the ONLY OTHER PERSON ON THE FREAKING ISLAND.
This game is based off of a Nancy Drew mystery entitled “The Broken Anchor”, which actually is fairly close to the plot of the game — the girls win a contest (though in this case it’s one they didn’t even enter) to go to the Bahamas, Nancy arrives (with Carson) and can’t contact Bess or George, there’s a mysterious treasure, etc. etc. In part, I think, RAN’s problems come from following the book too closely, as there’s really very little to the plot of the book. Game plots necessarily have to have a little more meat to them, as you can’t spend the whole time with Nancy pontificating on the scenery or food (as she is wont to do), and RAN is missing a lot of meat.
Specifically, the meat that it’s missing is any suspects at all. Like I said, there’s only one other person (other than Nancy, Bess, and George) on the island, and it’s ‘Johnny Rolle’ — a self-professed fisherman and loner who’s boat has been wrecked by the monkeys.
There are way too many effing monkeys in this game, side note. How I wish the monkeys were a side note.
Nancy, despite her normal M.O when a kidnapping of a friend has taken place, just kinda rolls with his story and accepts it, digging pointless holes in the sand while he definitely has Bess trapped. And then there’s the weirdness with the monkeys trying to kill her as she scales a sheer cliff wall.
Honestly, if I go any more into it, I’m just going to end up tearing it apart piece by piece, and that’s for the Fix section. So let’s move on to the specific things that make this game truly the capstone of the Odd Games.
The Weird Stuff:
This game is, first and foremost, a story about personal revenge — or, at least, that’s the big takeaway, no matter what HER actually intended for it to be about. After being busted by Nancy (and Lillian, and Ralph, but he apparently doesn’t care about them), Dwayne sat in prison stewing over his ignominious defeat at the hands of a teenaged sleuth until he heard about the supposed treasure on Dread Isle. His greed for the treasure combined with his hatred of Nancy began to fester together, culminating in a slightly complex but ultimately stupid plan to get both money and revenge.
This is a motivation unlike any we’ve encountered. Sure, a handful of Nancy Drew villains have sworn their revenge on Nancy (most notably at this point in the series Helena from VEN), but no one has actually done it — until Dwayne.
This should have made the whole game feel intensely personal — and indeed, bringing back tokens and things from Nancy’s past cases and locations should have built to that. However, the game never really comes to a fever pitch of a feeling of someone is watching Nancy and actively hates her, even though it makes a few attempts. More than any other game, Nancy should have been scared here — and it’s odd that she isn’t.
The second odd thing here is the returning villain. I don’t think this is a bad thing at all — I love the idea of a returning villain — but I do think it was a mistake to pick Dwayne Powers. At this point in the series, STFD was hardly a well-known game, and was generally unplayable due to technological advances.
Yes, later STFD would get a bit of a sprucing up and become playable again (and this game, funnily enough, would be relegated to the ‘unplayable’ pile — Dwayne never can win, I guess), but that didn’t matter at the time that RAN was coming out.
There were several better choices — VEN’s Helena, SHA’s Shorty, DOG’s Emily (who had already received a mention recently in DAN) — so why go with Dwayne? Did they pick him on purpose because no one would suspect (or rather, remember) him? Was he the most obscure villain they could think of? Mitch Dillon (who never appeared really) from SCK would have been an equally obscure but somehow more frightening choice. I’m really at a loss to figure out why they chose Dwayne, of all people.
The third thing that makes this game odd is the lack of suspects. Sure, they give a hat-tip to the Gibsons perhaps being hidden on the island (which, let’s just say, they shouldn’t have — never use as a red herring something that would have made the game so much better), but Dwayne/Johnny really is the only suspect.
I have no idea if they were rushed, if they thought that his different identities counted as extra suspects, or if they just wanted to try something different with this game, but it in no way worked. It’s so mind-bogglingly simple to figure out who kidnapped Bess that it makes Nancy look like she’s quite a few sandwiches short of a picnic.
The last Odd thing that I’ll hang on is how incredibly out-of-character Nancy is in this game. We’ve only seen Nancy work kidnapping (or supposed kidnapping) cases a few times in the series as a whole — FIN’s Maya, RAN’s Bess, and GTH’s Jessalyn — but in both FIN and GTH Nancy takes them very seriously, being harsher and more impatient with less time for people’s lies and stories than she usually is, and really feeling the pressure of the clock.
It makes sense; even discounting the Missing Mom trauma that sits deep within Nancy, the first 48 hours of a kidnapping are basically the only window that she has, statistically speaking, to find the victim still alive and okay. She nearly flies off the handle at the suspects in FIN, and digs uncomfortably deep even at very touchy subjects in GTH.
It then stands to reason that, with FIN in the past and GTH in the future, that Nancy would react similarly in this case. Bess is one of Nancy’s best friends, and the friend that we’re shown most often (think of the flashback in SPY; Bess is the one who comes over after Kate and Carson’s fight) around Nancy, like in CRY.
You’d think that, in the face of Bess’ unambiguous kidnapping, that Nancy would be raising hell — contacting anyone she could, taking no prisoners, ripping Dwayne’s tarp down, turning the island upside down, etc. — but instead, she’s calm, almost relaxed, spending time playing games with monkeys and driving aimlessly around the island.
It honestly makes no sense that she’s like this. This is one of a small handful of games where Nancy is deeply, personally invested, where she has a quick running clock, and where the stakes are deadly yet somewhat unknown.
Nancy comes into this with no background, no contacts, no ability to really look things up, and no help — George’s meager efforts do not count — and yet she acts like there are really no stakes. It doesn’t make me dislike her, it doesn’t make me fold that into her characterization — it just makes me say “wow, the writing is really bad here, huh”.
The Title:
Ransom of the Seven Ships is an amazing title; there’s really no getting around this fact. And for the bare bones of the game, it’s more than a suitable title. You’ve got the word ‘ransom’ doing double duty — meaning both treasure and the price to return someone who’s been kidnapped — you’ve got the ships indicating pirate treasure, and that also tells us we’re probably on an island.
Honestly, this is a far better title than this game really deserved (which is half the reason for this meta: turning the game into something that deserves its title). It’s certainly far better than “The Broken Anchor”, its source material, while keeping a pirate-y nature about it. While it’s a little different than most Nancy Drew games’ titles have been up to this point — as they’re usually “The (Adjective) Noun of Location” or “The Adjective Noun”, that’s not a bad thing at all.
This title really does make me sad with how wonderful it is. It deserved so much better. Same with Ship of Shadows, which is also boss.
The Mystery:
Having won an all-expense paid vacation to Dread Isle in the Bahamas (which should have been their first clue that something hinky was afoot), Bess invites Nancy and George along with her. Nancy arrives the day after the cousins, having stayed for a later flight because of a prior engagement with Carson, and is greeted by a frantic George who tells her that Bess has been kidnapped, that the owners of the resort – the Gibsons — aren’t there, and that she’s been worried sick.
  Nancy, naturally, senses something Amiss, and sets off to explore the islands, beginning from the pink sand beach where Bess’ water powered golf cart (yes, I know) is still sitting. She discovers Bess’ shoe next to the only other person on the island — a fisherman named Johnny Rolle from Jamaica — and sets off to explore the rest of the island.
Along the way she finds notes from Bess’ kidnappers, instructions on digging for treasure, twisting island paths, and monkeys. So many friggin monkeys. All of whom Nancy must appease in order to progress in her hunt for one of her oldest friends.
Yeah.
As a mystery…well, what is there really to say about the mystery? It should have been over the second Nancy found Bess’ shoe right outside Dwayne’s camp where a Suspicious Tarp Just Big Enough To Hide the Body of a Young Adult was hanging. An intelligent way to draw it out would be to have Nancy discover Bess there, but for Dwayne to pull a fast one on her and trap her below…but this isn’t the fix section, so let’s just move on past that.
If you weren’t going to add in any new characters or suspects, it might be best to have this game flip from a whodunnit to a howdunnit/howcatchem after the first third; as it is (aka since I’m going to add far more characters in The Fix section), we’ll move right along to the suspect in question himself.
The Suspects:
Yes, I know that this part should just be “The Suspect”.
Believe me, I know.
Wearing a whole cornucopia of masks, Johnny Rolle — aka John E. Poole — is an Australian accountant, hiding from ‘bad clients’ by painting himself brown and adopting a horrible (and horribly stereotypical) Jamaican accent. Nancy discovers his ‘true’ identity by finding an ID with his name on it while he’s still in the ‘Johnny’ disguise. Of course, this ‘true identity’ isn’t his true identity as all…
Dwayne Powers —aka Owen W. Spayder — is sitting underneath the bad wig, bandana, brownface, and horrible accents, and is voiced in this go-around by HER’s chameleon of many voices, good ol’ JVS. After hearing about Dread Isle’s rumors of treasure and their monkey research lab shutting down from a volunteer at his prison (yes, we’re already way too complicated for this game), Dwayne started planning to get the treasure and get revenge on Nancy at the same time.
As the culprit…man is Dwayne horrible. He’s so stupid that it really kills me that Nancy actually falls for his act, because it makes her even stupider. It’s not a good plan, it’s not well thought out, it’s not even a complete plan — it relies on too many unknowables. What if Nancy and George had just stormed his camp and found Bess? What if Nancy figured out it was him? Like, I know Dwayne is an egotist, but this is just dumb.
Before I eviscerate any more, let’s just move on to the few good things in this game.
The Favorite:
The best thing about RAN (other than its music, which as always is super good) is honestly its location. Dread Isle is beautifully and uniquely rendered, and doesn’t look like any other game with the pink-sand beaches, beautiful horizon line, and foliage all befitting a Bahamian resort.
I also like the idea of a returning culprit; while it wasn’t handled well here, I do think it’s a great idea as quite a few culprits have promised revenge on Nancy at the end of their games. Do I think it would have been better if it was Helena, who promised revenge only 2 games ago, rather than going back 18 games to a game that most hadn’t played due to lack of availability? Of course; but the idea behind it was sound.
I don’t have a favorite puzzle or favorite moment; even Dwayne’s dramatic reveal is ruined by the fact that Nancy is at all surprised that he was wearing a disguise and, once again, that the only other person on the island was responsible for kidnapping her friend.
The Un-Favorite:
As far as this section goes…there’s a lot that I don’t like, but there are a few things that stand out more than the rest as truly un-favorite.
My least favorite thing about this game, as you might be able to guess, is that it makes Nancy seem so stupid. We’ve had 19 games of Nancy (mostly; this meta series does go over the exceptions) figuring out clues, chasing bad guys, and solving puzzles without breaking a sweat, and then for this game she’s fooled by some makeup, a wig, and a bad accent? At least in STFD Dwayne put some effort into his work; this is just sad, and it’s even sadder that Nancy falls for it.
My least favorite moment in the game is probably the first conversation with ‘Johnny’. Nancy finds Bess’ shoe, gets strung up in a trap, and then believes that the guy sitting a few feet away is innocent and telling the truth? It’s a moment that truly sets up what a crap shoot this game is about to become, and that alone is enough to make it my least favorite.
My least favorite puzzle is anything to do with the monkeys; playing games with them, scaling the cliff, talking to them, talking about them — literally anything. I don’t like monkeys on a good day, but to have so many puzzles in the game revolve around playing their stupid little games with them? Not a good thing at all. Especially since getting around the island (and, of course, the monkeys live quite far away from anything else on the island) is so aggravatingly slow and clunky — it makes everything feel like a total slog.
The Fix:
So how would I fix Ransom of the Seven Ships?
My gosh, just remake the game.
More seriously, there are quite a few things that I would do in order to make playing through RAN a little more enjoyable and a lot more story-driven (and in line with Nancy and George’s characters). As always, I’m trying to keep this as close to the actual game as possible with few or no huge changes, so Dwayne will still be our culprit, Bess will still have won his giveaway, and Dread Isle will still be the spot of El Toro’s treasure.
The first thing I would do is get rid of Dwayne’s brownface/first disguise, and have him be the Australian accountant named John E. Poole, running from Bad News clients who he didn’t allow to cheat come tax day. That sets him up as a good guy to begin with (if a little foolish to cross such powerful clients), and gives a reason why he’s not staying at the resort (he’s trying to hide and not leave a paper/money trail at the same time). He should be staying in a little homemade hut, not with a Suspicious Tarp Obviously Hiding Bess, as he would have had to been on the island for a while to perfect his disguise (and seem trustworthy to the people at the resort).
I would also have the game take place on Nancy’s 19th birthday; if we assume she was barely 18 at the time of STFD, that makes it about a year that he would have been plotting and escaping and setting up this contest and such. It also makes sense as to why Nancy would have a banquet-thing with Carson and why Bess invited her and George — it’s a fabulous birthday party trip, even for the well-off Nancy Drew. That would also add to her anger — this was a great present that Bess (and George) gave her, and Dwayne has just straight-up ruined it.
Another change that would help the atmosphere is to have at least half the game take place at night. I would have the game take place over roughly two days — it ends the night of the second day — so that you can see the island at night. A lot of the demands made by ‘the kidnappers’ should be done at night — treasure digging, in particular — so as to not be more disruptive to the island than a missing persons case would already be.
Of course, one of the biggest things to do would be to add more suspects.
The Gibsons — both of them — should definitely be there at the resort. I’d have one half of the couple be in the resort during the day, and the other at night, so Nancy can interact with them both differently and have different tasks/discussions with them. Perhaps Mrs. Gibson is an expert on the island’s ‘lore’ — El Toro’s treasure and stuff — while Mr. Gibson is more up on island life and is the law enforcement liaison for the island (who can effectively deputize Nancy to help with the search for Bess).
I would also add one other guest who was supposed to check out right before the first note from the kidnappers came in, and is now stuck on the island until the case is solved. What I’d probably do is make them a Secret Australian (to contrast with Dwayne’s fake Australian accent) — sporting an English accent due to a posh upbringing and studying in England for most of their school life, living in England somewhere (maybe near Blackmoor Manor for a cool Easter egg) — who is Very Grumpy about this and thinks Bess ran off to explore and just got lost. I’d probably make them unhelpful to the last — even when Bess is found and had definitely been kidnapped, to just shrug it off and to board the plane to get home as quickly as possible.
The last person I’d add in is someone working the desk — specifically, an older teenager who is very cagey about themselves and how they know what they know, but who seems to know a lot more than they let on. This person would, of course, end up being a member of ATAC, and once Nancy figures it out, would be able to connect you with help from the Hardy Boys. This ATAC member would be scoping out the Gibsons for evidence of getting guests under false pretenses, but would ultimately change their suspicions to Dwayne and help Nancy and George catch him. Through this ATAC teen, the Hardy Boys could use outside information to give Nancy information about monkeys, the island, treasure, El Toro, and anything else that she encounters, as well as spread their feelers out about the Gibsons, the other guest, and John E. Poole.
I would of course want to improve the tone, which would be helped by having more people on the island — Nancy should feel scared that Bess disappeared with this many people around, and it should feel personal. As the game goes on, even with the added help, the walls should feel like they’re closing in. I would include way more second chances, traps, threatening notes, maybe even recordings of Bess screaming or scared or in pain — something that might push the rating to E+ because, quite frankly, the situation calls for it.
Mechanically, I would put way less focus on the monkeys; they really shouldn’t control everything on the island. Keeping them for a minigame and location is cool, but they definitely shouldn’t have their place of prominence in the game.
I would also remove the fact that you can control George. Out of all the games where I think controlling people other than Nancy would be great, this is not one of them. As worried as Nancy should be, this is George’s cousin — practically her sister, from how close their families are and how much time they spend together — and George would probably be in a State. Sure, she can help with some of the tech stuff, but the player definitely shouldn’t be playing as her in this game. It just feels forced, and it’s not necessary.
Would these changes make RAN a fantastic, award-winning game? No, honestly, they wouldn’t. In order to do that, you’d probably have to scrap the game entirely and start over with even barer bones. But I do think it would help to make it at least better and more playable, and I think that’s a win. Let RAN be remembered for its returning villain and its kidnapping plot, not for being the game that everyone skips during a replay of the series.
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blackjack-15 · 4 years ago
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Avenge My Twistery Depth — Thoughts on: Trail of the Twister (TOT)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG, CAR, DDI, SHA, CUR, CLK, TRN, DAN, CRE, ICE, CRY, VEN, HAU, RAN, WAC
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: TOT, WAC, mentions of GTH.
The Intro:
Let’s talk about Trail of the Twister, shall we? No clever intro, no pun, no sassy statement on the quality (whether lacking or overflowing) of the game…let’s just Talk.
Like I said at the beginning of my WAC meta, TOT is one of two games that doesn’t really fit into a category besides it and WAC demonstrating HER’s growing pains. The world opens (kinda), the characters get a little deeper (kinda) and a few new things are tried with plots and character (to varying degrees of success). Both WAC and TOT — but especially TOT — represent a shift in the tone of the games and their approach. You can ascribe this to a lot of reasons — an aging fanbase, technology marching on, a new writer in the mix — but you really can’t ignore it, no matter if you’re a Classic Games Elitist or a Newer Games Snob (or neither one).
To paraphrase a fabulous song, there’s something there that wasn’t there before.
This is not me saying in any way that TOT is a fabulous — or even moderately successful — game. In fact, it whiffs a lot where WAC hit solidly, which makes playing them one after the other a sort of chore; WAC is weighed down by the knowledge of what comes next (after such a brief respite from games like ICE, HAU, and RAN), and TOT’s repetitive chore list seems even bleaker after the snack shop and secret societies of WAC.
Which is truly unfortunate, because hiding behind the rat traps and the car chases (or drives, if you drive like a normal person in this game) and the endless moon chunk offerings is one heck of a story. Unfinished and beleaguered and (to my suspicions) censored as it is, there is a definite, multilayered, morally ambiguous, honest-to-moon-chunk story in TOT.
Like I said, something there that wasn’t there before.
Playing through the games in order, it seems like the reason WAC is so solid is, in part, because the games before it have so little cohesive story as to be laughable. Playing them out of order will show you that though WAC does come off a little better than it actually is due to the games that came before it, it’s also actually a step-up from a lot of games in the complexity of its plot and characters. At this point in the series that’s about to happen a lot, but WAC is the first real instance where you get it. Like I said, these two games mark a tonal and approach-based shift in the games.
So let’s turn our attention to TOT.
There are a lot of things that bog down this game — it feels sometimes as if you’re simply going through Farmville-esque tasks to get from Point A to Point B — but its plot and characters (save in one large instance) aren’t actually the culprits. Surprisingly enough, we have a mystery here with enough twists, turns, small crimes, and red herrings to make for a perfectly serviceable plot with relatively well-developed (for the length of the game) characters (whom I’ll go into more below).
A huge difference from a lot of the games is that we have a prominent unseen character who isn’t the one who hired Nancy or who is part of the historical background. Brooke’s actions actively move the plot along no matter what Nancy does, and I do like that the world of TOT goes on spinning (as it were) without Nancy driving everything.
You get the sense that Nancy truly was just dropped into the middle of this without having any control over the situation, and that she spends the entire game (or most of it) playing catch-up, rather than being on the scene for the crime(s) or arriving shortly thereafter.
In TOT, this sabotage has been going on for a while — the competition is nearly over, in fact — and Nancy has to actually do some detective work to even get caught up, let alone to try to step a few feet in front of the guilty party.
One interesting thing is what TOT and WAC share: they both feature casts who are only a few years off of Nancy’s age; in WAC, they’re a tiny bit younger, while in TOT, they’re a tiny bit older. Nancy, being Nancy, is much more in her element with the ages of her suspects in TOT than she is with high schoolers — with how much time Nancy spends around people significantly older than her, I’d be shocked if she got along well with high schoolers when she was in high school herself.
As a side note, I know it’s sort of a fandom thing that Nancy gets along well with children, but honestly outside of Lucas, it’s not something we really see (no, I’m not counting pelting Freddie with snow 10 times sans mercy as getting along with children) — and honestly Lucas is just charming, so I see no reason why Nancy wouldn’t get along with him. Generally speaking, kids who grow up the way Nancy has [especially as an only child] are far more comfortable with ‘adults’ — well established, 35/40+ adults, who make up the majority of her suspect pools — than they are with peers or children.
There’s also a great deal of care taken with making all the suspects (mostly) equally likely for a large portion of the game; it’s not until past the halfway point that a suspect (Chase) is cleared due to his confession of a different crime, and even then, he doesn’t really become Nancy’s helper, as is the usual case with cleared suspects. This is actually one of the few games where Nancy doesn’t really have a helper; she relies on herself, the Hardy Boys, and (questionably) P. G. Krolmeister to get the job done.
And speaking of the Hardy Boys…you knew an intro wouldn’t be complete without my mentioning them, hush.
The Hardy Boys are arguably the set piece that benefit most from Nik’s writing (and yes, I’m going to ascribe it to him; he’s the most prominent variable). Don’t get me wrong, the Hardy Boys were great before, but the Nik games are where they start attaining a place of more prominence and solidify their distinct personalities other than “focused killjoy and playful scamp”. In this game, you get more of Frank’s protectiveness (directed towards Nancy) and Joe’s actual sleuthing abilities — not the least of which because this game coincides with that DS Masterpiece “Treasure on the Tracks”.
Oh yeah, we’re going there. It’s relevant.
Treasure on the Tracks, as mentioned, was a game for the Nintendo DS (and the only one, mind you) focusing on the Hardy Boys. In the game (as in TOT), they’re tracking down the Romanov treasure with the help of a surprising ally — Samantha Quick herself. Samantha is under orders (from who, she never says, but a future game makes it obvious) to help the boys find the treasure aboard the royal train that the Romanovs used to own.
And yes, I would have loved that to be a joint Nancy Drew/Hardy Boys PC game, but I’ll push the bitterness aside for the facts. Which are that this game has a rad premise and would have been a very cool addition to the ND series…but I digress. Regardless, that’s what the boys are doing during TOT, so we get little hints to their investigation as well as having them help Nancy out.
I love that the Hardy Boys have an actual mystery that they’re investigating, as beginning with this game we see a lot more of their ‘agent’ side being brought out. It’s nice to feel that Nancy isn’t alone out there fighting against the forces of evil, and gives excuses to have the Hardy Boys in the games more, so I’m a big fan in general. It also helps build them up as investigators; while they offer hints to Nancy a lot, we don’t get to see them doing a lot of spy/detective work, and it’s lovely to be able to see it here.
And I love their sibling banter. It’s obvious that JVS and Rob Jones have a lot of fun with their roles, and it really lightens and enhances any Nancy Drew game that they’re in.
The last interesting thing that I’ll point out before diving into the game itself is what TOT does for the world of Nancy Drew. Beginning with this game, we start the tradition of each game leading directly into the next one; for her help in TOT, Krolmeister sends her to his favorite ryokan in Japan, which leads to her being hired for CAP; her absence and fight with Ned in CAP lead her back home for the Clues Challenge in ASH, and so on and so forth.
It really makes the world feel solid and cohesive, and lets our characters grow and shift and change without making it feel episodic or sudden. The Nancy of SPY is quite different from the Nancy of TOT in how she behaves and tackles mysteries, but her character growth throughout the games in between make it feel right and natural — like actual character growth.
The Title:
As a title, “Trail of the Twister” isn’t bad — it’s got that alliteration that ND books tend to like doing, and makes it feel a little classic. It also gets a play with words in there — you’re tracing the actual trail of the actual twister, and you’re also walking through the evidence left behind (aka a trail) of a twisting plot. Solid, if not exceptional, with its only real detriment being the hilarious acronym (TOT).
The book it’s (loosely) based off of is called “The Mystery of Tornado Alley” which, obvious to anyone with eyes, is a much worse title while telling us the same thing. It also doesn’t apply to the game as much – you’re not figuring out a mystery as much as unwinding the tangled threads of character motivations — and is supremely clunky to boot.
The Mystery:
Called in by P.G. Krolmeister to go undercover, Nancy joins a team of storm-chasers bent on winning a grant for their research — and beating the opposing team that wants the same thing. Nancy begins the mystery by finding a tin box full of cash (payment for an as-of-yet unspecified action) and it spirals from there, putting the not-so-amateur teen sleuth through her paces learning about tornados and storms, taking pictures, and trying her best to keep everyone happy and working towards the money.
It’s not as easy as it sounds, however. There are competing forces at work outside (and sometimes within) the two teams, and the personalities of the storm-chasers that Nancy must investigate mean that no one trusts anyone else. Things continue to go wrong and Nancy chases down the clues until the mother of all tornados hits town, and our culprit takes advantage of the distraction…
I mentioned above some censorship that I suspect went on in this game, and I’ll talk about it here. Given the darker themes of this game and the mentions of death and serious injury (more than most other games in the series at this point), I would say part of the reason why our story is a little more…displeasing, especially by the end, is that HER was really intent on the 10 part of the 10+ rating.
There’s lots to explore — the Ma storyline that goes nowhere, the collateral damage of these tornadoes, the fact that our cast is filled with genuinely unpleasant criminals — and yet it gets glanced over while feeling like the game is building up to it. Like CRE and ICE where I postulated a lot of the attention went to the new engine, I’m going to postulate here that the reason why we have hanging plot threads and injustice at the end (which I’ll talk about later) is that the game was censored by the HER bigwigs to ensure it still fit in a 10+ rating.
As a mystery, like I said above, there’s absolutely nothing wrong here. We’ve got plenty of means/motive/opportunity spread out in our cast (and in the periphery cast, just to keep things interesting), the threads and smaller crimes/wrongdoings/etc. are realistic in scope and in motive to keep them hidden, and it’s the personalities of the suspects that give us our conflict and tension, rather than random “interferences” by the writers. And speaking of our suspects, let’s go to the other area that TOT does (almost) nothing wrong.
The Suspects:
First off is Chase Releford, a junior who took Scott’s class for a science credit who got super interested in the actual work. The team’s handyman, Chase has noticed (and fixed, and fixed again) the equipment acting up, and is being stretched pretty thin in order to keep it all shipshape and in working order.
He’s also one of Nancy’s sources of Pa Pennies, if you wanna spend hours doing circuit boards.
As a culprit, Chase is a great option (which is a sentiment you’ll hear repeated for all of our suspects, never fear). He’s secretly spending his time looking for oil with Pa’s divining rods, which puts two crimes on his conscience (stealing the rods and not working on company time) and helps the team fall even further behind. It’s important to note that for a large chunk of this game, the likelihood of the suspect also hinges on how much they want Scott to fail, and Chase is pretty much the only one without any real anger towards Scott.
The owner of the local general store, Pa Ochs might be a surprising option to put ahead of Chase in order of culprit likelihood/suitability, but I stand by it. Having lost his wife (Betsy “Ma” Ochs) to a tornado (the warning sirens, which were Scott’s responsibility, didn’t go off), Pa alone mans the counter, helping Nancy find everything she needs — for a price, of course.
The price being annoyingly hard to get Pa Pennies. Unless you exploit a glitch.
Here’s where we start with the culprit possibilities that have an actual grudge against Scott. Though not as angry as he could be, Pa is deeply hurt by the loss of his wife Betsy, and has grounds for an axe to grind with Scott. As much as I would have loved to have the ‘friendly general store owner’ be the culprit, it would have been like a mix of DOG’s Emily and FIN’s Joseph (minus the Crazy), and it’s (sadly) best to leave that ground alone without re-treading it.
Frosty Harlow is next up; a second-year grad student in digital media, Frosty got his nickname (his real name is Tobias) from his storm photography and is, well, trying to re-capture that lightning in a bottle.
He also screams like a little girl. So that’s fun.
Like Chase and Pa, Frosty is a wonderful option for a culprit. His crime is selling university property (the video of the storm he and Nancy shot) to an aspiring photographer (who happens to be on the rival team) to help them get a toehold into the business, along with working with Debbie to try to stress Scott into quitting.
What really makes Frosty stand out is that, unlike Chase, Frosty doesn’t feel bad about what he did at all. He also holds far more animosity towards Scott than Pa does, and has a little more…innate anger as a person.
If you haven’t noticed by now, we’re going in order of “worst” culprit option to “best” (and then the actual culprit), and it really says something about how fleshed out these characters already are that we start with people who are solid options to begin with.
Though only appearing vocally and for a few minutes total of the game’s runtime, I’m going to list Brooke Tavanah as our next most likely culprit — in part because, well, she kind of is our culprit. The leader of the rival storm-chasing team, Brooke offered Scott money to sabotage his own team to let her team win the grant — an offer that he takes her up on.
Of course, Brooke isn’t the only one sleeping with the enemy (so to speak) to ensure her team’s victory; her videographer, Erin, is apparently so talentless as to need to buy footage from Scott’s team as well.
Things don’t exactly look great for the Kingston University team — as they can’t really get ahead even through sabotage and skullduggery, and one does wonder if they’d even be able to put the grant to good use. That, of course, is not the point; Brooke wants her team to win, come hell or high…wind…and a little thing like scientific ability isn’t going to stop her.
(Interestingly enough, this is the first of three times we’ll see Kingston University pop up; we meet their alumni again in TMB and DED).
I love that Brooke is guilty, because so often in Nancy Drew games the tendency is to implicate an unseen character and then to have that implication be a poorly done red herring. Instead, Brooke isn’t a distraction, nor a smoke screen — she’s just another piece of the puzzle.
Our last non-Culprit (by the games’ common definition) suspect is Debbie Kircum, a recent PhD graduate who is on her fifth time working with Scott in chase season, and who has gotten a lucrative offer to teach at a university in New York.
Worrying that Scott would let his resentment towards the college hurt their chances in the competition, Debbie leads the conspiracy to stress him out so much that he just quits. I’ll talk more about this later, but it is both one of my favorite and least favorite things about this game. For now, I’ll say that her plan works…but not the way that she planned; for her and lots of other suspects in this and upcoming games, the quote “the price for getting what you want is getting what you once wanted” works perfectly to describe their arcs.
As a culprit, (as Debbie fully qualifies as a culprit), Debbie certainly has the shortsightedness and nastiness that Nancy Drew culprits tend to have. She’s extremely good at getting what she wants…but see the quote in the previous paragraph.
She also over-contours her cheeks so much that it looks like someone slapped her with an open compact of bronzer.
That takes us to our final culprit and character, Scott Varnell, genius professor of meteorology and the leader of the Canute team. Scott is my personal favorite character not just because he’s the most interesting, but because he’s a tragic figure who isn’t historical/dead, and those are a bit of a rarity in Nancy Drew games, especially at this point.
Being an expert on tornadoes yet denied tenure based on his personality, rather than his academic prowess (a gripe I share as it applies to jobs/academia), Scott holds a grudge against those who don’t recognize his contributions to meteorology and to the study of tornadoes specifically. Unbeknownst to him, two members of his four-man team have been conspiring to stress him out so badly that he’ll just quit, as they think he’ll be a hindrance (again, due to his personality) in winning the competition.
Scott is in some ways the obvious option, and yet the game never turns into a howdunnit. Throughout the mystery he tends to be the prime suspect, but is also the prime victim — a dichotomy we’ve never seen before in the Nancy Drew Games. I’ll talk more about Scott below (a sentence increasingly common in this meta), but I both love and hate him as the culprit, and that’s something new (and interesting) that TOT brings as well.
The Favorite:
Don’t worry, we’ll get into TOT’s myriad flaws soon enough, but for now I want to focus on what it does right.
The first thing the game nails is the Hardy Boys. Their inclusion, their plot, their characterization, the voice acting — all of it is nigh-flawless, and is by far the most enjoyable part of the game. Don’t get me wrong, the Hardy Boys are usually quite far up there on the list of things I love about a game with them in it, but they really start to shine more in TOT, gaining some character development, plot relevance, and just overall depth.
Oddly (or perhaps not oddly at all) I don’t have a favorite moment nor a favorite puzzle in this game; barring that, I’ll talk about some of the great threads to the game, rather than any particular moment/puzzle that stands out.
I love that we get new and interesting layers to our story and characters. As I mentioned briefly above, there’s a real sense of the world existing before Nancy’s arrival, which works wonders for the world of the games, and our characters here are more layered, more distinct, and more ‘realistic’ (for the value of ‘realism’ in stories) than they ever have been before.
This is a game unafraid to deal with the topics of death and mistakes, and that accounts for part of the depth to the game as well. No, not the whole “Where’s Ma” thing — which I fully believe to just be a script that didn’t fire/didn’t stop firing in the game’s code after finding the newspaper that says exactly what happened to Ma — I’m talking about Scott’s mistake in the tornado warning system, Debbie and Frosty’s mistakes in dealing with Scott (which I’ll talk more about), and even Brooke’s miscalculations that lead to the ending of the game. Everyone here deals with the fallout of their mistakes, and it’s how they handle it that forms the basis for our plot.
It’s a seemingly small thing, but I love the sheer level of detail in this game. You can click on everything, read everything, explore everywhere — there’s a lot of information crammed into the game that sometimes you won’t get until the second or third replay (that is, if you have the stomach to play through this game repeatedly).
The use of our tertiary NPCs (Brooke, Krolmeister, Erin) is also inspired; they help the world feel whole and varied rather than existing simply for the benefit of the game, and show that Nancy doesn’t have control over everything when she’s investigating — and that she can be wrong in her focus of investigating (whether because she pays too much or not enough attention to the ‘minor’ characters).
Speaking of characters, I also love that our characters in this game – our suspects — are able to be fully formed without (on purpose, I feel) being particularly likable. It’s always fun to get a cast of characters that are hostile to Nancy, but TOT’s characters are slightly different from that: they just don’t care about her. She’s another intern to them, nigh-invisible except when they need a chore done. Nancy also doesn’t really try to befriend anyone because of it, and I like that too. Sometimes, a game should just be 1 vs 4, with some backup in the wings courtesy of phone friends.
The last facet of the game that I love is Scott himself as a character. Sure he’s cantankerous, blunt, egotistical, and a thousand other things, but the game is very clear that these ‘faults’ don’t make him anything other than what he is — a brilliant meteorologist and the foremost mind when it comes to tornadoes and tornadogenesis. The university undervalues him, but the team really can’t function without him, sabotage or no sabotage.
His motive for the sabotage isn’t the money nor fame — it’s simple tit-for-tat. For such a complex game (note, I’m still not saying it’s a fun or good game), our ultimate motive is deceptively simple: do unto others what they have done unto you. Tired of being devalued and having his worth judged on his personality rather than his work, he decides that if the university doesn’t care enough to keep him around (and for his worth as a professor, look at how accomplished and passionate his team of former students is), then they don’t care to keep up their program either.
It’s hard not to sympathize with that, especially if you’re the kind of person who’s been valued based on any defects in your personality — rather than your ability to do a job and do it well — and been found wanting. Whether you’re too serious (or not serious enough), too flighty (or too inflexible), or any other stupid “personality defect” that the workforce loves to throw around, we’ve all heard it before. Scott’s thrown into an unfair situation and — wrongly or not — decides that his troubles are going to have trouble with him.
The last thing I’ll add on the topic of Scott for this section is that I do love that Debbie and Frosty create their own villain. In figuring that Scott’s personality is going to prevent them from getting the grant (never mind the 4 other years that Debbie’s been on this team with him where it hasn’t been a problem), they decide to screw him over presumptively — and thus create a Scott who actually does want to prevent them from getting the grant. It’s usually a mark of a solid story (and solid writing in general) where the villain is created not from some problem inherent in them, but because they’re perceived to be a problem in the future — and thus live down to the expectation.
The Un-Favorite:
The problem with everything TOT does right — and that’s nearly a thousand words about what it does right above — is that it never combines to make a game that’s enjoyable to play. Before I go into the specifics, I do want to make that clear; TOT is a fascinating game to think and write about, but it’s honestly nigh-unplayable. The puzzles and chores are laborious (and repeated ad nauseum), pieces of the plot don’t make sense, and the ending is the bleakest in the series until GTH’s multiple endings took the cake.
A game should be well-written, complex, and interesting, but it just has to be fun to play as well. It has to. And that seems to have been forgotten during the course of making TOT. My least favorite moment is the ending of the game (more on that below), but I don’t have a least favorite puzzle — on the basis that most of the puzzles are equally bad. There’s no real standout…but that’s not a good thing.
Now let’s get into some of the bits and parts of the game that I really despise.
The handling of Scott is one of my favorite parts of the game, but it’s also my least favorite part of the game as well. They’ve set up a character who firmly believes that everything ends poorly, that he’ll never profit no matter what, and that, ultimately, no matter how hard he tries, nothing will go the way it should. And then the game confirms that worldview to the end. There’s no other option; no matter what Scott does or doesn’t do, no matter if he tries his best or blows it off, the end result is the same, and that’s a tragedy. Sure, you can argue it’s his actions that led him to a bad ending, but he only took those actions because he was heading to a bad ending anyway.
The feeling you get at the end of the game isn’t a feeling of justice served, nor success — it’s pity in a way that’s never been cultivated for any criminal up to this point in the series. And it’s not cathartic — it’s just more misery.
The other huge thing that I hate about this game ties into it — there really is no justice. The supposed ‘happy ending’ is Debbie getting people from both teams to ‘win’ the grant (where does it ultimately go — Canute or Kingston? Can it count as winning if there’s only one team? HER certainly didn’t bother to think about these things)…but Debbie’s hands are just as filthy — and I think more so — than Scott’s are.
Debbie leads Frosty in conspiring to make Scott quit and actually created their own monster — does she even know Scott at all? He’s lead a team through at least the last 4 years, probably more, and not had a problem; why now? Power? Greed? Pride? Whichever way you spin it, she and Frosty are guilty.
Frosty and Erin (of the Kingston Team) are also guilty on a separate charge; Erin for buying the footage and Frosty for selling it. If Brooke and Scott are kicked off, Frosty and Erin (at least) should also go for the same conspiracy charge. Everyone on the team (excepting possibly Chase) knowingly sabotaged their team; why is Scott the only one punished? Why does Debbie (and Frosty, and Erin) get off scot-free (pun intended) to win the prize, despite everything?
When I say that there’s no justice nor success here, this is what I mean. The whole thing stinks from top to bottom, and any way you look at it, a culprit walks.
Honestly, the ending should have just been “Chase, guilty only of petty theft, led the team (of himself and Pa) and was given the grant, which they donated to a charity for tornado victims”. Kingston actively cheated and Canute doesn’t deserve it either. In a game where everyone deserves to lose, declaring a winner just leaves a bad taste in my mouth — and a black mark on the game.
The Fix:
So how would I fix Trail of the Twister?
My feeling is that if you’re going to go with a downer ending — which TOT is — then go for a full one. Have Nancy discover everyone’s crimes — and I do mean everyone’s — and report to Krolmeister, asking what he wants her to do. Don’t forget, Nancy’s got an actual client in this game, and can’t go off half-cocked like she tends to in her more informal mysteries.
In the end, as nearly everyone would be disqualified, the competition should go to a third party — a storm chasing team that’s not Kingston nor Canute — and create chances for less corrupt institutions to study tornadoes at a level they haven’t been able to before. Sure, our suspects would lose, but, honestly, outside Chase…does anyone deserve to win?
I’d also be a fan of Scott getting a second chance due to outside sabotage (directed solely at him) with a job opportunity to consult for storm chasers. It’d be an arena where he’d be seen as the expert he is, without having to deal with the namby-pamby bureaucracy that infects universities (and that he hates anyway). He’d get the name recognition and the ability to actually do work in his field that he needs without being put in situations where he can’t help but fail. Honestly, I’d prefer that P. G. Krolmeister offered it (while saying he’s going to be keeping an eye on him), but really anything would do.
Exposing the crimes of everyone – and focusing on more than just Scott’s — would be the quickest way to improve the story of the game. The puzzles, on the other hand, need to be completely redone; a mix of ostensibly tornado-related intern-type chores (like the circuit boards) and more detective-type puzzles (fingerprinting suspects for a match on the tin bribe box, tracking everyone’s movements, solving codes used for communication) would be a big help in making TOT not just feel like a list of chores with a bad ending.
Oh, and fix the broken code leading Nancy to ask about a man’s dead wife over and over again. She lacks tact as it is.
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