| Nancy
Drew Danger on Deception Island
Review by Scout
October 2003
Danger on Deception Island is the ninth Nancy Drew offering
from Her Interactive since the release of Secrets
Can Kill in 1998. Nine games in five years in the
same series might just be a record for graphical adventure games.
(Zork managed ten if you count Wishbringer but roughly
half of those were text games.) The King's Quest line made
it to eight. In the children's game market, The Famous Five series,
based on Enid Blyton's children's books, turned out five. Nine games
is impressive and would be considered a major accomplishment were
it any franchise other than Nancy Drew. In the land of Nancy,
nine is little more than a good start, more a child's first bike
ride to the end of the block and back than a trip to the moon. Nancy
Drew, pardon the insinuation, has got very long legs. Ever since
the intrepid girl detective arrived on the kid lit scene in 1930
she's been solving mysteries for fun and profit. Fun for the readers
and profit, of course, for the publishers.
Before I get into the review I must confess my only previous exposure
to Nancy Drew came from a dog-eared paperback I found in the backseat
of the neighbor girl's car while on a road trip to the local college
campus. Though I had just turned 10 at the time, it took me all
of two hours to finish the book, a fact that seemed to elicit equal
parts respect and pity from the older women (16 and 17) in the front
seat. So here it is, many, many, many (ahem) years later and we
meet again. I've changed. Nancy, for the most part, is still the
sweet, proper, curious girl I met all those many years ago.
An Old Curmudgeon Plays Nancy Drew
Danger on Deception Island is rated "for Mystery Fans
10 and up." That's a big demographic and I would guess that
a portion of those mystery fans who fall within the "up"
category, say, those who enjoy the edgy musing of mystery novelists
such as George P. Pelecanos or Dennis Lehane, aren't going to find
themselves fully engaged here. The Nancy Drew series is sold in
the children's section at most stores, and rightly so. As much as
this series is praised by adult adventure gamers, they are very
much kids' games.
For one, the guiding hand of the concerned adult is all over Danger
on Deception Island, admonishing the player to take care and
think twice, to always wear a helmet when bicycling, to never get
in a kayak without a life jacket. Oh? But it's a game and not real
life, you say? Fine. Go ahead. Pedal off on your bicycle without
a proper helmet. Go ahead. Guess who's going to find himself featured
in the next day's victim headlines? Ditto on leaving your life jacket
on the dock or paddling out past the warning buoys to that cool
looking break just beyond. (Yes, you can die or get a game-stopping
injury in Danger on Deception Island, so consider yourself
warned.) Apparently the developers view the world as a scary place
eager to hurt the inquisitive girl detective. Now reasonable caution
is only common sense and something any responsible adult would impart
to a child, but its being such a prominent a feature of the gameplay
quickly came to oppress this player. By the time I finished this
game (and I played it on Senior Detective setting) I had taken to
checking my jacket when I left the house in the morning for fear
someone from Her Interactive had tiptoed in in the middle of the
night and pinned a pair of mittens to my lapel.
What Did You Expect? Silent Hill?
For all the annoying potty training this game indulges in, Nancy
Drew Danger on Deception Island is a good game. It is not a
great game, and it is not a bad game. It's certainly not a game
I'll remember a couple of months from now, nothing like
Secret of the Lost Rainforest or Search
for Cetus or Pepper's Adventures in Time, but
if you need a break from the more adult fare you're playing, Nancy
Drew Danger on Deception Island might be just the ticket.
As Nancy Drew, you set off on a mini vacation to the beautiful
San Juan Islands off the west coast of Washington State. Destination?
The village of Snake Horse Harbor on Deception Island and specifically
the back berth on your friend Katie Firestone's tour boat. Unfortunately
someone has vandalized Katie's boat, strewing her belongings above
deck and below and damaging her engine.
As soon as you set foot on board, Katie tells you that the island
residents are bitterly divided over the presence of an orphaned
orca whale that has recently moved into the waters off Snake Horse
Harbor. The authorities, at Katie's request, have investigated and
decided to harshly fine anyone who comes within three hundred feet
of the wayward whale. Since the orca can move around freely and
surface at any time, anywhere, the local fishermen are forced to
detour around the island, costing precious fuel and time. Several
blame Katie, and she has made matters worse by mouthing off at the
local town meeting. As a result of the vandalism, Katie's boat is
inoperable, and as she's too busy trying to repair the engine to
entertain you, you're on your own. Since you are Nancy Drew, that
is absolutely, positively not a problem. You set out to find the
those responsible and bring them to justice, and you start at Katie's
galley sink. You put the plumbing back together and in doing so
you get a clue. Upstairs, you replace all Katie's books in their
drawer and get another clue. In the world according to Nancy, cleanliness
is apparently next to sleuthliness.
Just the Facts, Ma'am
It will hardly come as a surprise that Nancy Drew Danger on
Deception Island is a traditional point-and-click adventure
game. Movement is via arrows forward, backward, left and right.
Your cursor changes to a glowing magnifying glass when you move
it over a hotspot; otherwise it's just a plain old nonglowing magnifying
glass. Inventory is always visible in the rather large interface
frame. A menu button in the upper left corner of the frame provides
access to the save, load, exit functions. Actual gameplay takes
place in a window in the middle of your screen. When I first saw
the interface layout I was a little dismayed but honestly I forgot
all about it after the first hour or so. You have a laptop set up
on Katie's boat (sorry, you can't take it with you), which gives
you access to incoming e-mail, a search engine, an anagram buster
and a journal. You also have a cell phone, which turns out to be
one of your most vital tools. With the phone you can dial friends
for general clues or call specific characters about specific puzzles,
and more importantly they can call you.
After the tour boat is shipshape you leave Katie to sweat over
the engine repair while you hop on her bike (don't forget that helmet ...)
to explore Deception Island. This takes all of about 30 minutes.
The game world in Danger on Deception Island is extremely
limited. In fact, there are only four locations and only four nonplayer
characters with whom to interact. A fifth character emerges later,
but in the interest of preserving suspense I hesitate to describe
her fully. Suffice it to say you should keep your cell phone charged
and at the ready. Though the gamescape is limited the developers
did a good job of utilizing available space to maximum effect, and
there is a lot to do in and around Snake Horse Harbor.
The puzzles are nicely interlaced and there's just enough nonlinearity
so that you can move around if you get stuck. I hit one roadblock
with a puzzle requiring me to enter a series of words. I knew which
words to enter and what they meant but was stumped as to what exactly
to do with them. As proper placement was crucial to trigger the
next phase of the game, I was stuck for a while. Other than this
one instance, the puzzles were straightforward.
There's some light arcade action in the marina location that requires
a bit of hand-eye coordination, specifically the Feeding Frenzy
game where you are required to click on fish that pop up and down
through holes, much like a benign version of the Whack-a-Rat game
in Sam and Max. The Senior gamers will have more trouble
here than the Juniors, but if all else fails the game will automatically
advance you after five failed attempts. I won it fair and square
by picking an area near the center of the board and clicking on
all of the fish in that zone. Try and chase the little fishies around
and you'll more likely than not lose every time.
This is a game that likes you. It wants you to win. For instance,
there are several puzzles where you must fill in the blanks with
numbers or letters you have found elsewhere. If you are wrong, Nancy
tells you so with her "unhappy voice" and the game erases
your entries. If you are right, Nancy rewards you with her "happy
voice." I confess I took shameless delight in hearing Nancy's
encouraging vocal stylings. Never underestimate the power of positive
reinforcement.
There were some decent characterizations, with just enough true-to-life
stuff to keep the game from bogging down in saccharine sweetness.
Like life in any confined piece of real estate, tensions run high
between the opposing camps. Nancy, much to her credit, does a good
job of remaining the objective observer, even when Katie herself
is implicated late in the game. All of the adult voices were excellent,
but the quality varied drastically with the younger actors. The
actor playing Nancy had a nice tone and timbre, but her delivery
was wooden. She seemed so concerned with proper diction and correct
enunciation that at times she came off as more robot than teenage
girl.
Something's Fishy on Deception Island
As the island gives up its secrets, Nancy Drew finds herself hot
on the trail of a mystery that includes a loony old lady living
offshore on her own island (which, sadly, we never get to visit),
an orphaned orca whale, an abandoned lighthouse and a series of
tunnels dug by shanghai-happy locals from the turn of the century.
There's a maze down in those tunnels but by then you'll have a crib
sheet in your inventory to help you along. I didn't have to resort
to it, as the maze was easily navigated by trial and error. Clues
are everywhere and prominently displayed. You'll have to take notes
if you don't want to constantly retrace your steps but as the locations
are limited this never gets too burdensome. Near the end the pace
picks upa few new locations become available and Nancy comes
face to face with the real Danger on Deception Island. One of the
characters here was truly creepy and I experienced a few real shudders,
a rarity for me. I expect it was due as much to the sudden shift
in tone as anything really frightening. Many of the plot points
are addressed in this climax and several are farfetched and overly
convenient. There is a distinct aroma of rotten red herring in the
wrap-up.
Nancy Drew Danger on Deception Island is a solid kids' game
with straight-ahead puzzles and pleasant graphics. You can buy this
game for your child without giving a second thought to age-appropriate
material. I suspect the adult fans of this game will like it a lot.
Nonfans take heed. As I mentioned above, I haven't played any of
the prior eight games so I'll leave the compare and contrast to
others. For me it was a nice interlude from my more adult fare and
did exactly what it was supposed to do, the way a freezer should
make ice cubes or a battery should power a radio. Nothing extra
special, not great, not terrible. Just Nancy Drew doing what Nancy
Drew do. 
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The Verdict
The Lowdown
Developer: Her
Interactive
Publisher: Her
Interactive
Release Date: October 2003
Available for: 
Four Fat Chicks Links
Player
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System Requirements
Windows 98/Me/2000/XP
200 MHz Pentium
16 MB RAM
160 MB free hard drive space
16-bit color graphics video card
16-bit Window-compatible stereo sound card
8X CD-ROM drive
Mouse and speakers
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