Video Game / Carmen Sandiego: Word Detective
An Edutainment Game
made in 1997 as part of the Carmen Sandiego
franchise by Brøderbund Software
and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her “Babble-On Machine".
The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s surprise traps. This leads the chief and ACME agent Chase Devineaux to turn to the player character, dubbed Agent 13, to rescue the captured agents and destroy the machine. The gameplay centers around locating the keys to the agent’s cells using “password decoders”, in the form of various language puzzles hidden in various VILE hideouts around the world (and even beyond).
Carmen Sandiego: Word Detective displays the following tropes:
- Alphabet Soup Cans: The puzzles in this game have no relevance to the environment whatsoever, and are all about language and its construction.
- America Saves the Day: Averted. In an agent list from various cultures with a villain plan made to scramble language worldwide, the American agents are captured just as easily as the rest. Though Chase is also American, the game never gives any identifying features to the player, leaving their nationality completely up to the imagination.
- And I Must Scream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and then somehow get frozen in a standing position and put under a spotlight, making it look like they're trapped in tubes. Fortunately, once you free them, they can talk normally.
- Bittersweet Ending: On the one hand, all of ACME's agents escape and are relatively unharmed, and the Babble-On Machine is toast. On the other hand, Carmen has escaped and none of her villains are captured.
- Continue Your Mission, Dammit!/Take Your Time: The game's radar starts going off once all the passwords in a hideout are found to warn you of an approaching villain, but you can remain in the hideout for as long as you want without any ill effects. Even opening and closing the Transport menu repeatedly won't do anything (opening it when the radar is beeping moves and locks your view of the hideout into a certain position in preparation for the outgoing cutscene, and closing the menu is all that's needed to unlock it again); the villain won't even appear until after you click the Launch button and actually start teleporting away.
- Darker and Edgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colorful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to harm the player as they try to make their escape from the lair. Depending on which villain is housing the key at the time, they can actually get surprisingly close to harming the player.
- Faux Affably Evil: The blatantly mocking concern for Agent 12 when she’s been reduced to babbling nonsense is Carmen’s Establishing Character Moment in the game.
- Fetch Quest: The game centers around solving puzzles to decrypt passwords, which are required to unlock and secure keys that free the captured agents so that you can obtain their part of the code to destroy the Babble-On machine. It’s a fetch quest inside more fetch quests.
- Hard Boiled Detective: Nick Furtive appears to be an evil variant.
- Interchangeable Antimatter Keys: Every key you acquire can only be used to free a single agent. Justified as they're all made to fit the same lock and you can choose which agent you want to free before using the key (although it has no effect on the plot).
- Karma Houdini: Carmen’s plan might have been ruined, but she escapes scot-free. For that matter, so do all of the other villains you encounter in the game.
- Mad Scientist: Dr. D. Ranged.
- Mythology Gag: Some of the captured ACME agents resemble Good Guides from the 1995 versions of World and USA.
- No Plans, No Prototype, No Backup: The Babble-On Machine.
- Oh, Crap!:
- Agent 12 says "Uh oh" right before falling through a Trap Door in the opening.
- For the first two times you collect all of the passwords in a hideout, Chase sends you an e-mail alert to leave before a villain spots you.
- Snark-to-Snark Combat: Occasionally Carmen and Chase have a verbal sparring session when sending messages to Agent 13.
- Supervillain Lair: The Tower of Babble serves as Carmen’s, and all of the environments of the game involve traveling to those of other VILE villains.
- Trap Door: Agent 12 falls through one at the top of the Tower of Babble in the opening, leading to her capture.
- Worthy Opponent: Carmen comes to consider Agent 13 this.