A new Kickstarter for Chronicles of Crime (CoC) just got announced, and I’ve really enjoyed their last two series of games so I was thinking “Damn, I can back this and then get even more great games from a great series”, but then I had an even BETTER idea. What if I wrote a stupid long article ranking all of the cases from the Millennium Series (ie CoC: 1400, 1900, 2400, and Chronicles of Time) and then Lucky Duck liked it SO MUCH they just sent me their next series of games for free! It’s a perfect plan with no drawbacks! Like, sure, there’s a reasonable chance they don’t even know this article ever exists, and I’m probably not going to finish it before the Kickstarter starts, and I already said I would back it so there’s also no point in them sending me the games for free, it is only losing them money. But none of these points were good enough to stop me, so I’ll do it anyway!
For those of you who are unfamiliar with CoC let me give you a brief summary: you solve crimes.
OK, so that’s the gist, like seriously, that’s what you do. You go to different crime scenes and examine them, find evidence, interrogate suspects, and come to a final conclusion about who the culprit is and why they did it. Bosh! The fact it’s so simple really works in its favour. And I have completely positive feelings about the app integration because I want to be sent a free copy of the game and insulting it would therefore be a bad idea! But jokes aside, it is great 99% of the time, and the issues I have with it are mostly “My phone is shit and it crashes sometimes” so it’s hardly game ruining.
I decided to look at their second series of games, the Millennium Series, mostly because I owned all of the cases anyway and I didn’t want to buy the DLC cases for the base game, so it was just the more economical decision, and I think the 3 different versions of the game all have their positives and negatives.
This article will be a ranking of 19 different cases that feature across the four boxes. I have played most of these before writing this article, but it was long enough ago that I replayed all the cases anyway, and there were only a couple of bits here and there that I remembered. I’m aiming for this to be short, but based on this intro I think we both know that’s not going to happen. So, without further ado: let us begin! Oh yeah, spoilers throughout, obviously.
Oh yeah, there’s also a bunch of swearing from the start because I originally planned for this to be PG then changed my mind half way through, but wrote the entries out of order so the tone changes wildly from section to section… enjoy!
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19) 2400: Icarus Descends:
I may have come to the realisation that there is an inherent flaw of writing a ranking while simultaneously begging someone to give me a free copy of a game, namely that the early sections of the article are always going to skew negative. This isn’t the best idea when the ethos of this article should be “Wow, I love this game! Give me stuff for free!”. I would think about changing this, but it’s too late now! I’ve committed to the bit already and good God will I not back down! However, that doesn’t mean I won’t chicken out and start with the positives of this case anyway.
There are a lot of little individual aspects of this case I found really neat. Of the two cases in the millennium series that serve as a start of a series of cases, this felt the most promising. There were loads of different aspects which I wanted to see developed: the rivalries of the different gangs, the development of the icarus drugs and its repercussions, the working of Belcor, and even more on top of that! I felt that there were a lot of different directions this could develop and I was interested to see how it would play out.
Sadly, when i finished the scenario my main thoughts were “At least there’s a base to build on” because this, quite frankly, just wasn’t good.
First things first, we stan corrupt cops working for the people in power! What a unique and original trope, and so unlike reality it’s unlikely to ever happen again in this set of adventures! And we’re investigating the death of one… that sounds fun! Well, have I got bad news for you, solving the murder very much feels like an afterthought! And that’s because at some point in the case you find a video showing exactly who committed the murder… This really annoys me for one simple reason, it goes against EVERYTHING this game stands for! I’m not solving shit, I’m being told who did it and then working backwards! Sure, knowing that is interesting but that should probably come BEFORE being told who did it. It’s SO frustrating and doesn’t make for any feeling of satisfaction in having worked out what’s going on. And then when you confront her she just tells you everything anyway.
Unfortunately, this half of the mystery is somehow the better of the two! Finding proof the obviously corrupt cop was corrupt wasn’t fun. Just look at the guy! Come on! This isn’t an interesting thing to do anyway, but it also suffers in the execution, where seemingly the only way to solve the issue is to find a single money card thing in one of the AR scenes, which was really frustrating. And this brings me onto one of my big issues with the 2400 version of the game, how unclear it is compared to the other versions of Chronicles of Crime.
I know what money looks like in the modern day and the past, but if your iconography is bad how am I supposed to know what money looks like in the future? It’s so fucking annoying! The AR scenes in 2400 are already typically far more cluttered than their counterparts, making them hard to parse, and if that wasn’t bad enough, half the time I don’t even know what the thing I’m meant to be looking at is characterised as. Like, seriously, “That’s not a tool, that’s clearly a medical injector” how the FUCK was I meant to know that? It just looks like a *thing*! It’s really frustrating and spoils a lot of my fun when playing 2400, and the money card was probably the most difficult to identify mandatory object in any of the cases This single aspect is enough for this case to rank extremely lowly on the list. And obviously, it did.
The other thing that really annoyed me is I had managed to work out EVERYTHING that was going on with the case, and I still didn’t score great at the end. Sure, I let a guy die, so some points should probably be knocked for that, but it was also like “You don’t know anything about Icarus.” BITCH, I could have written a mother fucking essay about Icarus, I just didn’t talk to the Faceless about what exactly it was doing before telling them Belcor was snaking them! My God! I didn’t deserve to score great, but I deserved better than I got. I’ll complain about scoring again in the future, but this was the most egregious case.
Now, I’ve been very negative so far, and that’s because I didn’t like this case, but fundamentally I enjoyed every other case in the series, and a 95% hit rate is pretty fucking good. I’d also like to end on another positive for this case, and that’s that I really enjoyed the second corrupt cop (wow, two corrupt cops in one universe, a statistical anomaly) because she’s really pro-active in trying to prove she isn’t corrupt. It’s a neat and easy little twist that was a fun solve.
18) 1400: Tutorial
Yes, I’m ranking the tutorials too, don’t question me!
The tutorials are all compelling and fun in their own right. They’re biggest downside is they’re not full cases, so they lack a lot of the cool moments that longer cases have. But equally, they don’t overly hold your hand. They tell you what you need to do, and the cases are easy and simple, but they still require solving. You can’t just turn your brain off and it plays the game for you, so there is still some enjoyment to be had. In saying that, however, the tutorial for 1400 definitely feels like the least fully developed of the three.
This case focuses on you finding the location of a stolen ring, and as you well know, thievery is BORING, I want a tasty bit of MURDER. The answer to who stole the ring is simple: “Who cares?”.
This tutorial introduces all of the characteristics of 1400 very well. Percival is vital for solving the case, and it even has a red herring for him to scan so that you have a better understanding of how he works mechanically, which is clever. The three family members you have at home are also all used in distinct ways, with one providing explicit evidence that can be used in a theory, one providing explicit new evidence, and one using this new evidence to reveal a new location. It shows all of the different things they can do efficiently and easily.
The visions, which are a mechanic I have mixed feelings on, are definitely not used at their best here. It tells you about which character you should interrogate about a specific thing, but that’s it. This is partially because there is only a single card revealed, and a lot of the most interesting deductions come from comparing different visions. They are at least shown to be useful here, but they make the tutorial easier, and it’s a tutorial, it’s already easy, it doesn’t need to be easier.
I don’t have too much to say about the mystery itself. There is a logical flow to it, and it makes sense. There are pretty much confessions from multiple people in case you missed something, which for a tutorial I do appreciate. It was also probably the quickest of the tutorials for me probably, solving it in probably about 15 minutes real time, so it was a nice little exercise. I’d actually really like some VERY short cases, as I think you can do some interesting things with it, and base most of the cases on replaying them, but that doesn’t have anything to do with what I’m talking about now.
This was fine, I quite enjoyed it. But that’s kind of it. But, for a tutorial, what more could you want? Well, a fair bit actually, seeing as I think the other 2 are better. But it’s also not bottom of the list so it clearly did something right.
17) 1900 Tutorial:
I really like CoC 1900, which is surprising as of the three games in the millennium series I was least excited for. Why? Because as much as I love escape rooms and puzzles, I used to work in them professionally and have a very critical eye when it comes to them, so I was expecting to just get very annoyed at them and have them ruin my experience.
Most of my opinions on escape room puzzles are “these are bad, but I enjoy them anyway”, and the tutorial unfortunately lived up to these expectations exactly. There’s exactly one puzzle here and it isn’t good. Why? Because Morse Code puzzles SUCK! They’re boring and everything you can do with them has pretty much been done already. Like, sure, if you’re using sound you could maybe do something with it in an interesting way. But they didn’t! It didn’t use sound at all! I don’t care how you try to justify it, “oh, they fell in love in a telegraph office”, so they converted their names into morse code? Get a life! The moment I saw the Morse Code cypher I died a little inside, slowly decaying more and more until the puzzle was eventually solved. I didn’t enjoy this puzzle at all.
However, I really liked everything else about the case! This felt like the best tutorial of the three in terms of teaching you how to play the game without holding your hand or not giving enough direction. Sure, I know it’s below the 2400 tutorial and I just called it the best Tutorial, but this is a ranking of how much I enjoyed them, not how good they are. Yes, of course they’re different things, do not question me further!
This case used a classic trope which I enjoyed IN A TUTORIAL, because it’s a classic for a reason. Namely, someone confessing to a crime they didn’t commit to cover for someone else. It’s very obvious whenever it happens, but it’s a clever way of establishing a motive, and in a lot of ways acts as a way to confirm your theory in a slightly less explicit way. It also works because it’s an obviously fake confession. If it was convincing I’d be annoyed, but luckily it isn’t.
The case outside of this is fairly good too, although I find it frankly insane that a poor woman thinks she can get away with saying she murdered a high class man with little consequence… Look, I hate to be the bearer of bad news, but she’s boned man, death sentence all the way baby. And she just… doesn’t seem to realise that completely took me out of it for a moment. Sure, in this day and age I think justice is more likely to be done, and even then not always, but this is explicitly set in the past. Don’t undermine that in your very first case!
The other thing this case did was introduce me to the single best character in chronicles of crime. No, not a puzzle lady I never talk to or annoying boss, but weird police office uncle! Like seriously he rules. “Let’s get my unpaid nephew to solve my cases for me” is some real King shit. I also enjoy how no one seems to like him and he’s an idiot! And a police officer! I see no connection! Anyway, when I was making notes of this case the first thing I wrote was “If anything happens to protags annoying uncle I will tear the studio fucking down. “ which remains true to this day. And the fact that a tutorial can do that is impressive, but sadly most of the full cases are just better.
16) 1400: The Divine Will
Assigning each scenario a difficulty level, while being arbitrary, can actually have a significant effect on the game. Having a pre-conceived notion about how hard something is going to be fundamentally changes the way you approach and think about it. One of the reasons I have Icarus Descends rates so low on the list as it does is because it called itself easy and I found it the hardest of the 2400 cases in a lot of ways. This case has the exact opposite issue for me, despite being listed as a medium, I probably found this case the easiest of all the ones outside of the tutorials.
I consider the difficulties in Chronicles of Crime to less be about what score you get (which often feels very different to how well you’ve done), and more a measure of how easy it is to conceptually understand just what is going on in the case. But in saying that, this is a case I found easy but also scored extremely well in, and I really enjoyed my journey to get there. The monk dude I can’t be bothered to look up the name of, the missing girl I can’t be bothered to look up the name of, and the knight man I can’t be bothered to look up the name of were all really cool characters who I had a lot of fun interacting with. And slowly unravelling all their relationships with each other was a fun process. The investigation, at least for me, flowed very smoothly from point to point, with perhaps the only exception being me feeling a bit directionless at the end of the first day, but I now realise that’s because I had to waste a bit more time until the next set piece happened.
I also really enjoyed the repercussions of the fire and the fake out with the corpse, this was a really really neat touch! That whole scene was a great AR one, and while I was pretty quickly certain who the corpse was, the few minutes of working that out were great! I’d have liked a few more viable candidates for the corpse (there are only 3 women in the whole case) but it was still an interesting enough problem to solve. And I know what you’re thinking dear reader, you’re thinking I’m sounding very positive for a case so far down on the list, but don’t worry, I’M GETTING TO IT.
I really enjoyed the plot of this case, I thought it was fun and interesting, and plays on some tropes I really like, like the fake kidnapping, which while obvious was fun. But this case also features a fake confession which is something which I’ve already talked about in this ranking in a positive sense. But that was a tutorial, this is a full case, and fake confessions tell you SO MUCH about the motive of what’s happening. The moment I heard the fake confession the whole story fell a little too neatly into place for my liking. And while I still enjoyed the characters, there was now no sense of mystery at all because I had worked out exactly what had happened, and now all I was doing was slowly going through the motions of proving it and that’s not super fun. But this happened pretty late in the case, so surely it didn’t affect my enjoyment too much. However, it sure would suck if there were some component of this case which revealed all the nuance of this case before the case had even started, but that seems really unlikely to happen… OH WAIT THAT’S EXACTLY WHAT FUCKING HAPPENED.
This case was ruined by those stupid fucking prophecy cards. I already worked out half of what was going to happen right from the moment I saw them! Sooo much of the tension of the case was gone because they made it so clear almost exactly what was going on from the start. The only thing I got wrong was the motive of what was happening, and even then only slightly, everything else I was just correct on from before the beginning. I even knew the fire was coming so that wasn’t even a shock, simply an eventuality we were hurtling towards! I once wrote a scientific paper on why causality cannot scientifically exist, but this case made me rethink all of that! The whole thing almost felt like a waste of time! What I thought would happen happened, and that’s the whole story! Hmph! But I enjoyed the journey at least, so it’s not all bad.
15) 2400: The Endgame
Now this is an interesting one, because I really liked everything in this case, except for one thing, and that one thing is bad enough to put it this low down on the list.
I really enjoy cases where you have independent parties acting in ways which make sense without being too over the top. People act suspiciously because that’s what they’re like, and they react to situations with appropriate responses. Shout out to the one woman who cares when we kill her robot, everyone else is so chill and she’s, quite rightly like “what the FUCK?” and refuses to talk to you. (I didn’t do this, but I’m glad it’s there and me being able to get away with this scot free in previous cases really annoyed me.) She also actively doesn’t care that her cheating husband is dead. She’s just there like “Yeah, I’m busy doing science, stop bothering me” which is an absolute vibe. She can also die horribly at the end, which is fun.
Outside of that, I felt that this case was truly one of the more difficult cases without being unfair. There were locations which were hard to get to, but I think all of them had multiple ways of reaching them so there were no huge bottlenecks, even if you managed to piss off cool wife who only cares about her shit AI. FYI: the fact that the thing she cares about is objectively terrible only makes her cooler.
The name of the case is also interesting, with important characters named after chess pieces and this whole case basically being about two people fighting for control of a metaphorical board and the player being one of the pieces, it feels very appropriate to what’s going on. This is a fun concept, and it feels well done here. The world feels like a dynamic place, and your decisions feel like they have an impact on the events that are unfolding. The final showdown also exemplified this, where if you have played well and are where the action is happening, you have to solve some very specific steps to save the day. It’s a lot of fun! Or it would be, if it wasn’t for one things, the mother fucking BUGS.
This case broke on me in the final fucking confrontation. I was unable to do anything to fix it even though I had solved the fucking case! I was at 100% battery and none of my fucking mods worked; there was NOTHING I could do other than watch girlboss wife die, and I was pissed! I had to restart the WHOLE FUCKING CASE just so I could redo this confrontation and it absolutely spoiled the experience. Sure, playing through the case again gave me a deeper understanding of what was going on and made me like the story more, BUT I DIDN’T NEED TO LIKE IT MORE. I already fucking liked it! I was just annoyed at wasting time. If I’d known how close I was to the end I may not have restarted it, but I didn’t know how close to the end I was! Because, y’know, that’s how the game works! This was my single lowest moment of any scenario, and writing this now I’m genuinely wondering if I put this too high here. This case is just lucky the rest of the case was so good…
14) 2400 Tutorial:
The final of the three tutorials, and in a lot of ways, this was the biggest failure as a tutorial. There were some ambiguities, and you’re left to your own devices with a far larger chance of missing what’s going on than in the other tutorials. Having to focus on the mural in the background of one of the AR scenes is also probably the easiest clue to miss amongst the tutorials because you assume it is just background. The raven is poorly explained and poorly utilised (even after having done all the cases I’m not 100% what it does). Like, this really doesn’t work well as a tutorial.
Luckily I don’t give a shit about that, the case is fun! This is the only one of the tutorials which feels like you’re playing an actual case, with different factions working together. You also don’t immediately work out who did it the moment you meet them, and instead things slowly are unveiled before you. It lacks the nuance and depth to be a really great case, but it’s a fun half hour of solving.
I also loooove the writing in this case. I mean, not because it’s good, but who cares about how good something is? It’s funny! Like seriously, every time I read “everything changed after THE WAR sixty years ago” I burst out laughing. The world building is so on the nose it’s entertaining, and I’m hardly taking this seriously. If you hadn’t noticed from my tone throughout this article, as much as I love this game, I see it as a fun crime game and not a serious crime game. And this case got that tone perfectly right, namely, it’s just kind of funny.
13) 1400: The Missing Pages
I bet most of you thought this would be a short article… IDIOTS! I am far too SMART and GOOD AT THINGS to be constrained by more traditional notions of how long an article should be! I say that if you write an article and it isn’t long enough to create a leather bound tome of sufficient weight such that striking it into a mans skull would surely kill them then what’s even the fucking point?
Speaking of books killing people, that’s what this case is about! What a smooth segue…
If someone was playing Chronicles of Crime for the first time, this is probably the case I would recommend for them to play as their first full case. There’s nothing too hard to grasp about it, and the visions in this case are well chosen, giving about the right amount of information that you have a few things to go on without giving the entire game away. Working out what has and hasn’t happened yet is also a neat but easy puzzle to solve.
Not that this case is perfect; the question at the end about where the victim got potential contracts from was poorly phrased at best, and kind of pointless at worst. However the decision of who you give the manuscript back to is one of my favourite final questions in the series so it all evens out. I really enjoy that no matter how well you do or who you give the book to, the abbot never wins. This is such a lovely bittersweet narrative decision, it shows the scope of what the game can do in a simple way and that’s really nice.
Also shout out to the most useless character in the game (your monk uncle, muncle for short, who knows about books) actually having something to do in this case! What a useless lad. What does he do when there’s nothing to read? Just crawl in a hole and die? What a Goddamn vibe.
Also, we stan corrupt cops working for the people in power! What a unique and original trope, and so unlike reality it’s unlikely to ever happen again in this set of adventures!
If you couldn’t tell by the number of pointless asides in this section I have VERY little to say about this case. It’s fine, and while it lacks the highs a couple of the cases below it in the list, it lacks any of the lows. It’s a fun journey from beginning to end!
12) 1400: The Pursuit of Knowledge
How well I do on a case usually doesn’t affect how much I like it. There are cases I did very well on I dislike, and cases I fucking bombed that I think are really good. Usually I’m able to notice the good and bad and separate my feelings from my performance. But there are always exceptions to the rules, and this is one of those exceptions.
I did really badly in this case, I got 50/100 and didn’t have a clue who did it, which for me was about as poorly as I did. I also got really stuck talking in circles without making any progress for a fair few hours of in game time which was doubly frustrating. Like, I was genuinely just really stupid, and had to play the game twice to have any concrete idea of who did it. I missed some obvious interrogation lines and that’s on me, but even when I found them in my second playthrough, I still just didn’t care about what was going on. I was so stupid I checked out, but these things happen sometimes, and I wanted to still give it my best go.
This also wasn’t a fun case, not in the sense that I didn’t have fun playing it (which I didn’t really) but that the whole tone of this case was just grim. There was a rape subplot, and while murderia fun to look into, rape is just bleak. Like, I’m here for enjoyment, not to feel sad. There was even a subplot which seemed promising with an ominous drawing, and then the reveal was just “Psyche! It’s a miscarriage baby!” and I was just like my God, I just wanted something fun and silly in this case!
Look, hot take, but crimes and murder in real life are bad and dark and grim and sad. But this is a game! And I play games to have fun. This case was good, well structured, and did some really interesting stuff, but I didn’t care about any of it enough to write about here because the subject matter put me off. I’m glad this case exists, and it did what it was trying to, I just didn’t enjoy it very much.
11) 1900: Belly of the City
I thought this case was fine. Like, there was nothing wrong with it, but it’s not up there with my favourites… Obviously, this is a ranking so you can see exactly where in the list it falls, which is 11th out of 19, because that’s how a ranking works, and if you’d failed to notice by this point then I weep for your common sense. Why are you reading this? Also, if you haven’t played the game, why are you reading this? Get a life, do something, play this game, but don’t read this article! I mean, thank you, I really appreciate it, but come on! Make something of the time you have, it is finite and it will be gone before you know it. The void comes for us all, its yawning more treats us all as equals as we plummet towards oblivion!
Anyway, one thing I didn’t enjoy in this one was the subplot. Usually I really like the subplots in this game, finding out who was responsible for a minor incident adds an extra bit of spice to any case. This is one of the only cases where you’re told precisely what the subplot is, namely trying to find a German Spy. The issue with this was that by the time I was told to “watch out for small hints to work out who the spy is” I has already fucking worked it out! My God! At least have it be something that doesn’t take 5 minutes.
This is a follow up to a previous case, but I use that term loosely as they are almost entirely independent and I would probably have preferred it if it had been entirely standalone, as this felt like it barely followed on from the previous case. Exactly two characters from the previous case appear in it; that’s not enough! So much potential, squandered! The only other thing in common was the motivation/group of the culprits in the two cases, which I felt had already been explored well enough in the previous case. They also ignore any subtlety the villain might have by going “and they have a BOMB” to make you realise this isn’t a game about nuance. I was also annoyed that by the time I talked to the culprit I was already 100% sure he did it, and he didn’t really introduce himself so the dialogue felt stilted and didn’t make loads of sense. And then they started shooting at me and it didn’t make any difference mechanically for some reason. Like, I just stood there and got shot at and didn’t care
Anyways, this case has a few unique features that I wasn’t super fond of. Most noticeably was a big puzzle at the end that was defusing a bomb. While this was well set up, I never really enjoy puzzles where if you fail the consequence is death, especially in an experience you’re probably only going to attempt once. Sure, I got the puzzle right and I found it quite interesting, but I didn’t like it in theory. Imagine failing a scenario because you can’t solve a puzzle, it SUCKS. The other puzzles in this scenario were also bad. Do I remember what they were? No, but my notes just read “Bad Puzzles!!!!” so I’ll trust my former judgement and do no checking because I have wasted enough of my life writing this. The void etc etc, oblivion etc etc.
This has been pretty negative so far, and that’s because the things it does well are things which aren’t fun to discus. It’s all just decent. The main thing I enjoyed was when I met a character and the first thing I did was show him a random item for no real reason and he immediately was like “YES, I ADMIT, I DID IT FOR EXACTLY THE REASONS YOU THINK, LET ME TELL YOU EVERYTHING.” Which was at least helpful because I had no clue who he was or why he was doing anything, but was also really really fucking funny.
Overall, a few annoyances hold this vase back from being great, but it’s still fun. And I got like 130 points which made me feel good about myself so that’s nice. Not nice enough to rank it any higher though…
10) 2400: Ariadne’s Fate
I really enjoyed this one! People online really seem to not like this case… glad to know I’m the only right person on the internet and everyone else is STUPID! I’ve always intrinsically known this of course, but it’s great to finally have evidence to back me up!
This case had something I absolutely love on murder mystery media, namely a small pool of suspects who you are introduced to very early. They also all fill easily described roles: Leader, Conspiracy Theorist, Victim’s Friend, Outcast, Survivor. These are broad terms of varying accuracy, but the idea stands. You have suspects who form roles in a team, and all the evidence from the jump suggests one of them did it. This is GREAT. Too many cases in this game have suspects drip fed to you, and I know some suspects appear before others, but you know about them from the start. It makes the mystery feel more personal and interesting.
The potential of having to match avatars with their real world counterparts is also a nice touch. Like, this is probably my favourite pool of suspects from any case because of how Agatha Christie the whole thing is; and I looooove Agatha Christie! I think Chronicles of Crime should try and explore situations like this more often.
We also are immediately presented with 2 crimes! A murder and traitor in the midst of the team. This is great! You don’t know if they’re one and the same, and you aren’t even sure the traitor is real, or if they’re the victim! It is a setup so up my alley that I was always going to enjoy this case.
This case also benefited from being the second in a trilogy, and it is MUCH better than the first part of this trilogy, so I was always going to look at it positively. And while I felt there could have been a couple more call backs to the first case outside of “one of the people you met died” I again felt the ideas it was setting up were interesting. The whole last section of this case is a tad controversial, with another murder happening, no questions asked about it, and it is entirely there for setup. Because the culprit is so obvious I immediately realised it was there for context for the third case (and on reflection it’s GOOD context) and I loved this touch, elevating the case again.
In terms of thingsI liked less, it had a confession from the killer which made the case feel easier than it would have otherwise. I also worked out who did it more from vibes and meta-knowledge than facts, but that’s allowed, I got all the points baby!
Everything outside of the crime I liked less though. There’s a lot of breaking into buildings and hacking mainframes and I kind of just… didn’t care. I already had cool crimes I wanted to solve, but I had to spend a lot of my time doing stuff I didn’t find interesting. If there was more of a focus on solving the crimes and less in committing new ones I’d have liked the case more, but I still had a really fun time with it.
9) 1400: The Light In The Dark
This is a really interesting case because of how deceptively simple it is. There are political dealings, secret treasure, corruption and more; and what this case comes down to is someone covering their tracks for a crime they committed. And that’s really really cool! This is the case which has felt the most like seeing the wood for the trees, there is so much going on, and you have a much clearer time of it if you just ask yourself the question “Did the person who probably did it, do it?” To which the answer was; yes, they did.
I also really enjoyed the culprit in this case. They were a jerk basically no one liked, and acted like a jerk no one liked. This was great! They also were just like “What’s that? I’ve never seen that before!” when I showed them all of my mountains of evidence proving they did it. We love a guy who can look at absolute proof they’re guilty and just go “Nah, man doesn’t care” and then carries on casually killing more people. Honestly it would have been more in keeping for them to just murder us when confronted with their guilt, they’ve done it before and they’ll do it again!
The occult is an interesting angle presented in this case, and I wish a little more had been made of it. The player character literally has visions, as does another character in this case, but they barely talk about or bond over this shared experience. And with the undertone of witch hunts, the player character never seems to fear for their own life even though they’re literally magic. Seems a bit silly to me. I wish that had been more of a focus, instead of basically an unrelated aspect of the case introduced by the culprit (who again, is great) to confuse the situation.
I mentioned in passing earlier, but there is a secret treasure in this scenario, and for a trope I’m not super fond of (The Nancy Drew games have burnt me out forever on it) I found it really refreshing that it wasn’t the motive for the murder here, and in fact almost entirely unrelated. I didn’t really like how you went about finding the treasure, but that is a minor gripe. I’m just glad we got a motive which was more than “Capitalism!” which is usually how finding treasure goes in mystery media.
The one thing in this scenario I found really annoying was identifying something as a plant in the first scene meant I wasn’t able to answer a question correctly at the end even though I knew exactly how it was done…
This case was fun and a good level of challenge, and I liked all of the subplots just as much as the plot. It didn’t do anything spectacularly well, and it lacked a real “Aha” moment, but regardless, it was a lot of fun!
8) 1400: The Last Bath
And so the last of the 1400 cases falls. This might seem quite low for the top case, and that’s because it is! Maybe some of the above cases are ranked too high, but OH WELL! As I write this I have less than 30 hours until the kickstarter finished, and I want some free games, so it’s too late to do anything about it now! I felt that 1400 was a pretty consistent set, with none of the cases being truly bad, with the only case I have ranked very low that low because I’m a petty bitch. I also never had too much enjoyment from the vision cards, or the protagonist’s family. But I do think 1400 is a pretty good box for beginners.
Anyway, this is an unfortunate case to be at the top of the list for 1400 as it has a lot of things in it which I think are pretty poor, but I like the case in spite of them! This is a case where I think some of the locations and information is too hard to find, with bottlenecks preventing information from coming out more easily missed than in other games. This seems like bad game design and I fell into a few of these holes when I was playing the case, but I didn’t mind because the case was fun!
There’s a fair bit going on here, but not so much as to have the whole thing feel overwhelming. Lots of characters have secrets and pretty much all of them will reveal them to you if you play your cards right, which is satisfying to have happen, as more and more information becomes available to you, with the priest being able to go against the sanctity of confession being a great moment.
But my real highlight of this case was the second murder. This was a really interesting one to consider, and in a lot of ways ties the whole case together in a neat package, as while the first murder is fine to solve, the implications of the second murder are really interesting. Why did it happen? Why were they targeted? Once the whole story is revealed it’s a logical thing to happen, but it’s a surprise revelation when you come to it. Saving an innocent life is also a fun added touch to make you want to do well. I really enjoyed the whole vibe of this one, even the murder “weapon” in the first murder was a fun little reveal. This is a case made up of a lot of different nice little moments.
I played this one twice, not because I did particularly badly the first time (but that was mostly down to guesswork and luck than skill), but becayse I wanted to know more about everything that was going on. I found this whole case so interesting! In my second playthrough when the implication of Perciva’s interaction with the belt dawned on me I was so excited at how much this case, and this game, was trying to do! That was one of my favourite moments of any Chronicles of Crime case. There were a few things that made less sense, like how you unlock certain locations, but it was nothing too annoying.
1400 is a solid set, and I would recommend anyone play it. My opinions are extremely biased, and while objectively correct of course, are no more valid than your dumb bad opinions, despite how simultaneously dumb and bad they are. I had a really neat time with the 1400 set, and I would happily play more cases with these mechanics and characters in the future!
7) A Matter of Time
Reading a ranking list is often an interesting experience, as the way people define goodness (for lack of a better word) is so personal to each author. Sometimes people will itemise every aspect, quantify them, accumulate the scores in some way and base it on that. I don’t do that because for me how good something is cannot be quantified, and how easily something can be more or less than the sum of its parts is an aspect this ranking misses. From the start I have been very clear in saying most of my opinions are vibes based. But of course there is more to it than that. In an article that is already too long, let us pause for a moment so my reasonings may become clear to you. Allow me, dear reader, to take you behind the curtain.
A gut reaction is something which is difficult to avoid, you have a good idea of how much you have enjoyed something in the immediate aftermath, and while your opinions may change in time, as often as not they don’t. And time is not something I am lucky enough to have in abundance. Again, I would like to restate, the whole point of this article is to get a free kickstarter copy of the Chronicles of Crime: Beyond Doubt Series. And so right now as I write this I am commuting home from work standing on a packed tube with barely any time until the kickstarter ends; so I don’t have time for nuanced opinions, I have time for gut reactions! If I wanted this article to be good I wouldn’t be writing it while having my face pressed into a train door now would I!
Anyway, immediately after I play a scenario I put it into a broad tier in which it may move freely, but once placed the decision is final. The breakdown of these along with placements in the ranking are as follows: Low (19th), Lower-Mid (18th – 15th), Mid (14th – 12th), Upper-Mid (11th – 8th), and High (6th – 1st). I think this is a fair breakdown, with over half the scenarios being in upper-mid and high tier., and I enjoyed all the scenarios not in Low Tier (FUCK YOU ICARUS DESCENDS) so that’s a pretty good record.
Now, the more astute of you may have noticed that a number is missing from that ranking, and you may also have realised that that placement is 7th, which also happens to be this placement. Now if you think this is a coincidence, what the hell are you thinking man? That’s stupid! Get a grip! But that’s because I put this case in a tier all on its own just called “???????” and that’s because at the time I had absolutely no idea how I felt about it.
A matter of time is barely a CoC case. Sure, it uses the normal systems, but it doesn’t feel like the game I’d spent the other 18 cases playing. And from its placement in the ranking you can tell it’s not an entirely bad thing. I enjoyed it for sure, but it’s unlike anything else in the game. If I had to compare it to anything it would be the Unlock Series of escape the room board games. And I love that series! Other than all of the MANY scenarios I don’t like because they’re bad, but they’re not important, because A Matter of Time would be a decent one!
This scenario feels more like a series of 4 smaller scenarios stuck together than one big one. The 2nd and 3rd sections of these mini scenarios (i.e. the bits not set in 2400) being my favourite, seeing as those were the bits with the most time travel. Oh yeah, if the name didn’t give it away, this is a time travel case. Luckily, it’s interesting time travel without being overly finicky, all time loops and shit, which is a fun play space (or time) to explore! You have to save the world and failure is not an option! Like, it literally isn’t. I don’t think it’s possible to fail this case…
So yeah, it’s fun, but I play Chronicles of Crime for, y’know, the crime. Conspiracies are nice but I just want a mother-fucking murder baby! So, this wasn’t what I wanted, but the system used is robust enough to run scenarios like this. In fact I’ve heard this is how most of the kids CoC game work a bit more like this, which is nice. I also enjoyed meeting characters from the different scenarios (SHOUT OUT TO MY BOY 1900s UNCLE I DON’T REMEMBER THE NAME OF, what an absolute legend) but I wish more had been made of them. We’re changing time, kill some of them off then undo it, easy win!
This case is so unlike anything else in the millennium series that comparing it to the others doesn’t feel great. But I started writing this article when I’d literally only replayed the three tutorials, so what are you going to do? I didn’t realise that I had screwed the format until I played literally the last case of the set. I’d already written most of this by then, this is like the last thing I’m writing! And I did like this case, so I should put it high-ish, even if I would probably rather do any of the regular cases instead.
I’m glad there’s only one case like this in the set, and I would have enjoyed it more if it hadn’t been the last case I played. But I want to reflect that I enjoyed the experience and I’d be interested in seeing more stuff like this in the future. But in a different set. Not this one. But time cannot be rewritten in real life, the scenario is released, and so it goes with God. (Yes, this is an inexplicable Life of Pi ref for no reason, you’re welcome.)
6) 1900: Train from the Past
If you don’t like the 1900 set of Chronicles of Crime, buddy have I got bad news for you because it is DOMINATING the top few spots of the list. I really REALLY like this box, and it’s probably my favourite of the 4, although Chronicles of Time gives it a good run for its money. All the cases, even the only one lower than this in the list, is solid. And I think that’s because it’s the box with the least to it. The cases are basically just normal cases. Crimes set in about 1900 are fairly par for the course in crime fiction, it’s standard in a way which crimes set in the middle ages or the future aren’t. But that actually works to its advantage, you know what you’re getting, the situations presented are understood, and that allows you to do a lot with them.
This case does a lot of stuff I really like. The symmetrical nature of the two murders being a real highlight. Like, the whole concept is just REALLY cool, and the reason they could do it is because they knew that the setup is so standard. They’re willing to be more elaborate with the murder plots because we’ve seen the setting before. There’s no need to get bogged down with the Cyberpunk or Medieval setting. There’s just some people who hate each other planning their murders, what banter!
I already went on about this earlier in the list, but I really like it when you’re given a small set of people who could have committed a crime, and having to work out which of them did it. There are three in this one, and they’re less developed than in the previous one, but they’re also only one of the two murders being investigated, so I’m willing to forgive theor lack of development. I also called who did it based on the initial conversations I had with them, which was fair enough, but not a favourite moment.
Now, onto what I liked a little less. While I enjoyed how different all the puzzles were in this case, I didn’t love 2 of them. It used FUCKING MORSE CODE AGAIN, just kill me. And this one didn’t even make sense for them to do it, pissed me off. I at least solved it immediately. The dancer puzzle was too ambiguous for me to love. Sure, I solved it on the first try because I’m great, but that hardly matters. And I really enjoyed distracting someone to be able to access it, that was fun. The last puzzle in the case is one I really enjoyed conceptually, and is one of the only puzzles that actually makes use of its medium (always a plus) so even though it was a tad annoying, I’m still glad I solved it. They were all fine I guess, but no great ones, which all the ones above this have.
Another issue with this case is that, for the first part of a 2-parter, it doesn’t feel like it sets anything up. And that’s because it hardly does. It’s a great case in its own right, but I didn’t want to revisit a single character from this scenario in the future, which for the first of a 2-parter is a huge let down.
I also think the artists studio is one of my least favourite 1900 AR scenes. It was just there and didn’t feel relevant enough to be shown and was only there because all the cases have to have 2 AR scenes, it could have been cut and cost nothing.
Overall, I didn’t love this case for 1900, which puts it extremely high in the list, because the 1900 set is great. So, y’know pretty good!
Oh yeah, almost forgot, the single moment that made me laugh the most across ANY of the scenarios was at the final questions where they asked me who the mysterious stalker was. I had NEVER heard them mentioned at any moment and will never look it up out of respect for the case. But it’s just really funny to have a last question and just go “I have so little to go on it could be literally anyone in the case.” This was obviously great, and screamed of my favourite aspect of Sherlock Holmes: Consulting Detective: the secondary questions at the end. I don’t care if I accurately worked out who committed the elaborate murder, I care about whether I found out who overfed the cat! Guve me that bullshit any day! And I’m a tad annoyed that I missed this subplot, but missing it probably added a lot to my enjoyment of the case, because who cares if something is objectively good or bad, it’s all about vibes my friend! And in this case they were SOLID.
5) 2400: Dream That Never Ends
This case is what I wanted all of the 2400 cases to be like. It’s a regular crime (thank God) but with a lot of important sci-fi fuckery happening beneath the surface that informs everything that’s happening. Too many of the cases are just “there’s a crime in the future and people are online” which is fine and all, but this is the only case that felt like it made the most of the setting.
The setup for the case is also loads of fun, investigating a race crash without a corpse is a really cool scenario to be explored, and I think a lot is done with it. I really enjoyed all of the behind the scenes scheming from the teams, I’m a big fan of Formula 1 and it was nice to see some petty rivalries here, even if it’s more of a backdrop than integral to the case itself. Because this case is something that we haven’t seen much in the 2400 set, and that’s a personal drama at its core.
This is a case which is about characters dealing with grief, mortality, morality, and petty feuds about sky bike races. This is the stuff I LOVE in my crime stories, because it makes the characters real in a way which they wouldn’t otherwise be. The fate of character 44 is one of the true tragedies in the game, and it’s really interesting to see it explored here. The lack of a traditional “villain” here also adds an interesting twist to the case which makes it feel very different to the others.
You might be surprised I’m as high in a case that’s serious like this as I am, previously in this article I’ve gone on about how I never take any of the cases seriously and just take the piss and have fun. And that’s because under this serious attire we have some INCREDIBLY silly sci-fi stuff going on. And also a rival raver who HATES her competition so much I can’t tell if she wants to kill or fuck her is someone I couldn’t get enough of. Every case should have characters like this.
If I have one criticism with the case it’s that I cottoned onto what was going on too quickly. Now, sure, that’s because I’m familiar with the tropes of the genre, but in this situation the resolution was cool enough that I don’t mind that I was one step ahead of the game. I realised where it was going and I thought “man that’s sick as hell” and stopped caring.
This was the last case I played in the 2400 setting (outside of a matter of time, which doesn’t count) and I left going, “I want to see more of this!” And frankly, when you’re playing your 17th scenario in a month, that’s a ringing endorsement that it did something right. I had a great time with this case, and in most ways I think it’s the best 2400 case, but it’s not the highest on the list because I like the other one more than this for stupid fucking reasons. Go me!
4) 1900: A Ray of Hope
This is probably the most puzzle heavy case of any in the millennium series, and I’ve been fairly low on the puzzles so far in this ranking. Is this case so high because they’re all good? OF COURSE NOT DUMB DUMBS! Sure, they’re probably the best selection of the lot, but they’re all mediocre at best. The items on the table puzzle is annoying and gives an answer which is barely a word, the one about used to find the location of interest is a neat idea but decidedly outside the scope of everything else in the set, and the perspective puzzle was a neat trick but without much else to it and would never work in real life. HOWEVER, I really like the puzzles in this case because of the purpose they serve the narrative.
One of my favourite tropes as an avid Nancy Drew fan and former Escape Room designer is a madman who likes setting challenges for people. Do they exist in real life? No! Do they fill a neat hole in a narrative to make otherwise non-diagetic puzzles have a narrative place in something; of course they do! No, I won’t explain what non-diagetic means, look it up! But the challenge of this case, and the main thing I’ll remember about it, is finding the identity of this madman and working out their motives. One of my favourite moments across all the cases came near the end of this one when I suddenly realised I, the player, had been played for the fool just as much as the character I was playing as. And I LOVED it, I was genuinely disappointed in myself, and any board game that can bring real emotion merits it as a win in my books! This whole section of the case was great!
Luckily, the rest of the case was fun too! Looking into a theft, while less cool than murder, was a fun case to solve. If a tad too easy, determining who had the radium, but I guess that needed to be established so that the whole scheme made sense. I also appreciate how once the motive of the crime comes into play, everything else slots into place logically around it.
The cast felt sprawling, but all relevant, or potentially relevant at least. The subplot in this one was one of my favourites and subverted the tropes presented in interesting ways, and the red herring it produced felt fair and did throw me for a loop for a few seconds before I worked out what was going on. Like, overall the case was just fun!
But onto the elephant in the room; Marie Curie’s inclusiong in this case is odd to say the least. I tend not to like it when real historical figures make appearances in my fictional media (except in Doctor Who, that shit slaps). She’s also an interesting historical figure because obviously her discoveries led to the unintended deaths of a lot of people. And this scenario sort of comments on that a bit, which I found odd, as I assumed it would mostly be about her discoveries and not the long term implications of them. But Marie Curie is a historical figure I think about a fair bit, and that’s because of Marie Curie: The Musical. (Dear reader, if you don’t care about me ranting about Marie Curie: The Musical feel free to skip the next section, however if you do, know I will never fucking forgive you, SWINE!)
Now, I may shock you when I say that Marie Curie: The Musical is not very good. Sure, you would think the translation of a South Korean musical about a Polish scientist would be the greatest thing ever made, but you would be wrong. Perhaps something is lost in translation, as it’s really quite hard to make the word Chlamidiya rhyme with something in English without seeming silly, but gosh darn did they try their best to do that anyway! I also enjoyed how the musical was like “We need to humanise Marie a little, let’s give her a friend!” and then proceeded to make Marie seem far far worse because now all the stuff that’s happening to strangers is happening to a close friend of hers and she still doesn’t do shit to stop it. She also probably spent more time in the show cradling a jar of dirt than she ever did in real life, but maybe Marie was a big ol’ dirt fan and I never knew. But I think the most damning thing about the show is that I, man who loves all the worst musicals and can remember songs from pretty much every musical I’ve seen, can only remember the Chlamidiya line from this one, which will somehow be worse than you could imagine if you ever somehow do see it. Which I doubt, because how the fuck was it put on even once, let alone twice!
Anyway, she barely figured in the case and doesn’t add or subtract from my enjoyment of it. This case is just good!
3) 2400: The Lament for Orpheus
And so the last of the 2400 cases falls, and despite being at the top of my list, oh boy, does this case have a lot of flaws!
The AR scenes are particularly cluttered and it’s hard to discern anything of note in this one without the implant which tells you exactly where everything is, which feels like a waste of time and too easy simultaneously. Speaking of ease, it feels far too easy to find the identity of The Faceless and therefore work out what’s going on. Now sure, this is mostly because there is a distinct lack of Red Herrings here, as almost all the cast have featured in the previous case(s). Like, seriously, you couldn’t have it be between even a couple of people, you have enough cards! The tone is also tonally inconsistent, where it’s trying to be a dark fable where truly awful shit is going on, but it’s also dumb as fuck at points. People are massacred and you don’t really care that much.
Ok, now I’ve said the negatives, time to talk about why I REALLY like this case! I know I said the tonal dissonance was bad, but I really like how stupid it gets at points. You can spend a long time talking to a robot called Killbot 420 and that is FUNNY. I also like how over the top the whole story is, even if it makes the dark undertones difficult to take seriously. I also love how seriously the assassins take themselves when talking about magic swords that can cut through anything. It’s so fucking camp!
But mostly where this case shines is acting as a sequel to the previous two cases in the trilogy. This case feels like a finale, and it ties in enough of the loose threads in the previous two cases and expands on them in ways that make sense. Every time I met a character who had previously appeared I was pleased, and always like “Yeah, I remember you, the dickhead!” and they’re still a dickhead but a little different and it’s great! I think I enjoyed every returning character, my only complaint being that I wish one of them had been the villain of the piece… but that’s a minor complaint.
Honestly, the main reason I like this case is because of how much I understood what was going on because I’d already spent time with these characters in this world. And I’d like to shout out one character in particular. It’s my BOY Mr. Smith! Like, seriously, I’ve no idea what it is about him, but he’s great! So simultaneously cool and pathetic, what a COMBO. And the main reason I like him is because of his small appearance in the previous case. Him going from confident agent, to questioning his own guilt, to nearly getting killed, to becoming a leader rising against oppression, it’s a really nice arc. I wish he’d been in the first part so it’s spread out a little more, but it’s still good!
This is also the only case where I actually enjoy using the optical implant. Determining the identity of the faceless is the only time this mechanic is used for anything interesting at all. Every other appearance its whole function is simply to scan the person you obviously need to scan to gain access to something. In this one at least there’s some questioning if you have the right person, so kudos to that!
Anyway, this is an OK case massively improved by being a satisfying ending to a trilogy I have EXTREMELY mixed feelings on. But I had a blast playing it and thus it is more than the sum of its parts. It really made me want to see more series of cases and less standalone cases in Chronicles of Crime. Being able to build a rapport and understanding of the characters is cool and I think that almost all of the cases would benefit from that.
2) 1900: A Bitter Pill:
This case feels so different to almost all of the others, despite being a very simple case in of itself. And that’s because of how the case introduces itself to you. One of the normal things when playing a Chronicles of Crimes case is that you discover new locations bit by bit as you explore and discover new things. NOT IN THIS ONE BABY! HERE’S EVERY LOCATION 5 MINUTES IN MOTHERFUCKERS! HAVE FUN PRIORITISING WHERE TO START DICKHEADS! But real talk, I really enjoyed this. I had to think really hard in the early game about who I wanted to talk to the most at any point.
The beginning of chronicles of crime cases can sometimes feel a bit like going from location A to location B in order as they’re revealed one by one in order. (This example is of course impossible because location B is on the back of location A and never those two locations shall meet. Like doomed lovers, always so close to each other, yet damned by fate to be apart! Such tragedy is seldom seen on this fair Earth…) It can sometimes feel a little like the beginning of the case is playing itself more than you are playing it, and it was this case that made me realise I kind of don’t love that. But seeing as this was also the penultimate scenario I played and I had never noticed at any point previously, I don’t think I’ve ever minded too much. But it also made me really really enjoy the beginning of this case.
The main gist of this case is fairly obvious, at least to me, from the get go. Determining the parentage of a child was genuinely a fun challenge, and it helped that I met one of the big candidates as literally the final character I met, which made me rethink everything I thought I knew. And even once I had worked it out, the matter of who did it still wasn’t immediately obvious and needed some reasoning. In fact, I only figured out who did it in the last 5 minutes of playtime, and that moment of everything slotting together was great. And finishing on that high meant that I was always going to be higher on it than I otherwise may have been (even if I would have really liked it regardless).
I also have to shout out the locker puzzle for being my favourite of all of them. Not for the use of the eiffel tower meeple (I saw it coming a mile away) but for having an “O” in a name represent a 0. That’s the kind of shit I absolutely live for. Little changes that make something go from boring to interesting like THAT. And it was still nice to use the key in an interesting way.
The clock puzzle was dumb as hell and didn’t make a lick of sense from any stand point, in universe or out of universe, and required a very easy to miss piece of evidence to solve. I also really liked this puzzle though, it was so bad I couldn’t appreciate how ostentatious it was. Also, on the matter of all these fucking locked boxes in these cases, can’t I just smash them? Why do I need to find a code? Grab a brick and go to town, baby!
This case was a great final traditional case for me to tackle. It was genuinely tricky without it ever feeling unfair. The tricks on display were interesting, and I just had a blast throughout.
1) 1900: Captured in the Frame
People say that you need something to be well rounded for it to be truly great. They say it requires everything to slot together perfectly to be an enjoyable experience. I think these people who I made up just now and don’t really exist are fucking idiots. One single fantastic moment can be supported by an adequate framework and it’ll still be great! And my single favourite moment from across all the cases was in this case when I realised what was going on. Like, it was SO DUMB that I couldn’t help but appreciate the audacity of it! It didn’t matter how good the rest of the case was, that one moment was always going to be the one I cared most about.
If I have any small criticism with the Millenium Series is that there’s a lack of “Aha” moments, which is an escape room/puzzle term for describing the moment of elation when you work something out. Sure, there’s a fair few of them, but preferably you want almost every case to have one. You’re playing as a detective, you have to think like one! And sometimes they’re undone a bit by having characters simply tell you what the “Aha” moment is… Which also happens in this case, but close enough to the end that you really should have worked it out already, so it’s fine! This whole set piece where everything is confirmed is also incredibly fun and the right level of silly.
I know I said only an adequate framework was needed to bolster a moment like this, but luckily the rest of the case is great too! Seemingly unconnected cases actually being connected is my FAVOURITE trope, especially when how they’re connected makes sense, which is the case here. And investigating both felt consistently enjoyable and never like one was the afterthought compared to the other.
Everyone acts in a rational way, revealing the truth when it makes sense to and not pointlessly denying things, and even coming forward themselves about info when needed. The whole cast was actually quite well defined and I fully understood all their motives.
Also, big shout out to corrupt cops working for the people in power! What absolute fucking KINGS! Take that blood money and run baby! I’m surprised this happened even once across all these cases though, so unlike reality, and for it to happen more than once would be absolutely astronomical odds!
But do you know who is also a cop, not corrupt, but still an absolute LAD? It’s your dickhead uncle baaabbbyy! And he is at his absolute BEST in this case. He is a man on a mission, determined to hunt down someone I can only imagine him calling “The Napoleon of crime” as he hugs a photo of them close to his chest as he sleeps. He is absolutely OBSESSED in this case and it is so entertaining. Every conversation just ties back to how much he wants to catch this guy. You could be talking about the weather and he’d be like “That bastard loves sunny days, but that sun isn’t bright enough to illuminate his cold dead heart” and I’m there just eating it up. I would literally die for this man, he’s so so good!
I just loved this case! It was easy, it was fun, it had great moments, and it had some great characters. What more could you want?
***
And that is the end of that. I hope you’ve enjoyed reading this, as I have genuinely enjoyed writing it even if it’s gotten away from me at a few points. But overall I had a great time playing these games! All of them had their charms, and only one case I disliked out of the bunch is a really good batting average! Good on you Lucky Duck, you’ve made a FANTASTIC game!
And so it comes to an end, as all things must, and I think there’s one message we can all agree on at the end here. PLEASE GIVE ME THE BOARD GAME FOR FREE! PLEASE! I’m not above begging! I’m begging now! Please! Sure, I may have written this anyway, but writing this and ALSO getting some tasty tasty free stuff would be good! Like, come on! This is so long! That must mean it’s good right?
But real talk, thanks for reading, I know I probably won’t get anything out of this because I’m releasing this ~24 hours before the deadline of the Kickstarter, but if even one person reads and enjoys this I’ll be happy.
But yeah, pay up Ducky Luck games, I want to solve some more crimes!