

Nancy apologizes and suggests that Ned go out and do something fun without her. Nancy’s like, “Yikes.” She tells Ned she’s in Germany, and he gets all pissy that she’s always going out and solving mysteries and flirting with Frank Hardy on his car phone, while Ned sits at home. So Ned is all twitterpated, because he and Nancy made plans to go out tonight, and he’s got something awesome planned, and he put a lot of work into it but it’s definitely going to be worth it, and it’s so great that Nancy’s actually around for once, and they’re going to have so much fun together. Hi, Ned! Also, if you were ever thinking that Nancy was too cool for Ned or something, I feel like her phone picture for him definitely disproves that. The design is absolutely beautiful it’s very ornate and detailed, with warm light and just enough shadows to remind us that this is a scary game.īefore we can go see Karl, however, Ned calls us. I’m thinking about this too much.Īs the courtyard isn’t very interactive, the vast majority of the action takes place inside the castle.

Is it like a living museum? Do the castle residents live here and pretend to be Bavarian peasants 24/7? It’s mentioned that there’s housing above the shops, which is fair, but…do they all have to go through the castle gates to leave? I don’t know. The concept of “frightened villagers who won’t even leave their houses” works for the game, but it feels a little creepy on a meta level, like the game’s not as populated as it wants you to think.Īlso, I’m confused about how Castle Finster functions. It’s eerie, not entirely in an intentional way - we hear a lot about the frightened villagers, and there’s audio of them talking or moving around in the background, but we never actually see any of them, and we can’t go inside any of the courtyard buildings. We walk through the courtyard of Castle Finster, which despite appearances we can’t really interact with. Lukas wants to keep torturing us with puzzles, but some dude named Karl stops him and invites us in. Did you think this was a challenge, Lukas? Did you think this would stop me? Luckily, the puzzle is super easy - we just have to find the matching monsters, and that’s literally it. Is this the fastest that a suspect’s pawned a puzzle off onto us in all the games? Some kid named Lukas won’t let us in unless we do a puzzle for him first. We try to get into the castle, but right away we run into a problem. Maybe there’s somewhere else to explore around here.” UGH, FINE, IF YOU INSIST, NANCY. Hey, Nancy, what if we just turn around and leave, huh?
NANCY DREW THE CAPTIVE CURSE CAKE FULL
Oh look! Here’s the exact castle gates we saw in the flashback! And we’re stuck outside them, with the forest full of monsters behind us! Okay, that’s fine, this is fine. The creature drags her off, and we cut to “GERMANY, PRESENT DAY.” ~*~Spooky~*~ She tries to run to a castle, but the gates are closed. “GERMANY, A LONG TIME AGO.” How long ago, though? Like, before it was Germany? Some peasant chick goes walking in the forest, and promptly gets jumped by a ~mysterious creature~. This monster has been stalking the castle for centuries, apparently, but if Nancy could just solve the mystery once and for all, that would be awesome. He’s an investor who owns Castle Finster, and he’s freaking out because there’s a monster terrorizing the castle. Nancy’s being called to Castle Finster in Germany, at the behest of a Markus Boehm. It gets absolutely zero points for the concept, but all of the points for execution. This game, on the other hand, is a straightforward monster mystery with just enough sideplot to give it some extra depth. If Shadow at the Water’s Edge has any flaws, it’s that while the core story is great, it has a lot of unnecessary flourishes and the plot ends up meandering every now and then. Another delightfully creepy game, and some A+ timing to post for October! This one is nothing special, story- or character-wise - it reuses a lot of plot points and tropes from the past games, but it does them all very well, and the result is great fun.
