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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/71lg9h_tkl_ac_sl1001.jpg]] ² [[caption-width-right:350:Not pictured: [[WhatDoYouMeanItsForKids VILE agents inches from your face.]]]]²An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her "[[PunnyName Babble-On]] Machine".²²The 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).²²----²!!''Carmen Sandiego: Word Detective'' displays the following tropes:²²* ThirteenIsUnlucky: {{Inverted|Trope}}. The player as Agent 13 is the only one to successfully take Carmen down.²* AlphabetSoupCans: The puzzles in this game have no relevance to the environment whatsoever, and are all about language and its construction.²* AmericaSavesTheDay: 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.²* AndIMustScream: 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.²* BiblicalMotifs: In addition to being a PunnyName, the Tower of Babble references the TowerOfBabel in the Literature/BookOfGenesis, which a large group of {{pride}}ful people intended to build high enough to reach Heaven. {{God}} decided He didn't want that to happen and threw a SpannerInTheWorks by way of giving each person a different language, [[PoorCommunicationKills meaning that they could no longer collaborate on the massive project]] and were forced to stop, naming the unfinished tower so because of it.²* BittersweetEnding: 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.²* ContinueYourMissionDammit: 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 [[TakeYourTime remain in the hideout for as long as you want without any ill effects]]. Even opening and closing the Transport menu 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.²* CurseOfBabel: Carmen plans to steal the power of speech by {{invok|edTrope}}ing this trope on the whole world. Fittingly, the tower she uses as her headquarters is named [[TowerOfBabel the Tower of]] [[PunnyName Babble]].²* DarkerAndEdgier: 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 VILE agents will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which VILE agent is housing the key at the time, they can actually get surprisingly close to harming the player. ²* FauxAffablyEvil: The blatantly mocking concern for Agent 12 when she's been reduced to babbling nonsense is Carmen's EstablishingCharacterMoment in the game.²* FetchQuest: 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.²* HardBoiledDetective: Nick Furtive appears to be an evil variant.²* IntangibleTheft: By scrambling the sounds that people articulate, the Babble-On Machine effectively allows Carmen to steal speech.²* InterchangeableAntimatterKeys: 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 or gameplay).²* KarmaHoudini: 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.²* MadScientist: Dr. D. Ranged.²* MythologyGag: Some of the captured ACME agents resemble Good Guides from the 1995 versions of ''World'' and ''USA''.²* NoodleIncident:²-->'''Carmen:''' ''[to a henchman]'' Take these keys and hide them. And not under your pillow like the last time.²* NoPlansNoPrototypeNoBackup: The Babble-On Machine.²* OhCrap:²** Agent 12 says "Uh oh," right before falling through a TrapDoor in the opening. ²** For the first two times you collect all of the passwords in a hideout, Chase sends you an [[ContinueYourMissionDammit e-mail alert to leave]] before a villain spots you.²* PunnyName: Carmen's underlings, of course (consisting of librarian Otto Readmore, ship captain I.I. Captain, and Egyptian tomb dweller Queen Notalotenkammen, among others), but also the Babble-on Machine, which is a play on the [[Literature/TheBible ancient city of Babylon]]. This ties into the name of the tower it's housed in, which is [[MeaningfulName named for more than just a pun]] (see BiblicalMotifs above).²* RightHandAttackDog: Esther Odious has one, which she attempts to sic on the player after obtaining her hideout's key.²* SnarkToSnarkCombat: Occasionally Carmen and Chase have a verbal sparring session when sending messages to Agent 13.²* SupervillainLair: The Tower of Babble serves as Carmen's, and all of the environments of the game involve traveling to those of other V.I.L.E. villains.²* TowersOfHanoi: Variation, where you have to stack words in alphabetical order and can never stack them unalphabetized. ''[[VideoGame/CarmenSandiegoMathDetective Math Detective]]'' features an identical game, only with numbers instead of words.²* TrapDoor: Agent 12 falls through one at the top of the Tower of Babble in the opening, leading to her capture.²* WorthyOpponent: Carmen comes to consider Agent 13 this.

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