Now, I'm not the type to choose a book by its cover (that's a lie), but when I saw the words "Duck Detective" pop up on my screen, I immediately said yes.
I am new to Duck Detective, but The Ghost of Glamping is a follow up to the original, The Secret Salami, so perhaps you have some level of familiarity with this duck dynasty. But again, for me, I went in relatively blind, knowing my love for waterfowl (I have an affection for geese), my passion for glamping, my abnormal obsession with the paranormal, and of course, my interest in puzzle games—I knew I needed to pick this one up. And honestly, in store? I'd pick it up, too. It sounds fun and frivolous, which is exactly what I look for.
Duck Detective is a very simple concept, and a relatively quick game. There are some silly quips, some groans, and some mild brain-bending throughout. We'll get to that, but first, I'll give my brief synopsis.
Meet Detective Eugene McQuackin, our down-on-his-luck protagonist. The game opens as we learn about his failed marriage and his severe addiction to bread (relatable). In the intro, you immediately start uncovering secrets to learn more about McQuackin and what hijinks are about to unfold.
As you peruse around his room, you'll be directed to clues that provide you with specific keywords. You're able to then plug the keywords into the prompt to reveal the answers that solve the case in that portion of the game. This opening scenario introduces you to gameplay so you're comfortable venturing into the unknown, as McQuackin's friend, Freddy, takes you on a glamping trip to a Sanitorium.
The game continues as such, as you explore new areas, meet new furry characters, and learn about their quirks and what brought them to this interesting campgrounds in the first place. As you explore, the story builds, and you eventually get to the final scene, where McQuackin is able to reveal everything he learned, and you sit with the satisfaction of knowing that you, too, could be a successful Duck Detective, if only you were born with a beak.
What did I like about the game? Let's dive in.
The ease of gameplay. It's not overly complex. I'm a cozy game girl, and this fits the bill. I can grab my Switch, cuddle into the couch, and disappear into this strange world of animals. It's exactly what you think it is. Along the lines of simplicity of gameplay, you don't have to dig for clues—they are clearly marked. There's also indication on the map if you missed anything pertinent. That helps a lot as you uncover new areas in the game.
It's cute. The graphics are relatively static, and the characters are framed in white, resembling stickers, which is a nostalgic look I love. This made them pop against the spooky drab backdrop. A fun little addition is that some of the items in the room move, so you can knock objects over as you waddle by. This made me laugh.
It's also voiced over with the written text. My dyslexic brain breathed a sigh of relief. This made gameplay much easier for me.
The story is silly, and I like that. There's a space for serious puzzle/mystery games, and there's a space for the kind of games that give you a smile. This is the smile kind. This game was clearly well-written, because the quips are funny, and for the small amount of gameplay, the character development is definitely there.
The actual mystery solving is an interesting juxtaposition from the ease of gameplay and silliness. There's a lot hidden in the fine details, and if you're not paying attention to many of the elements you're investigating, you'll be totally lost.
That being said, this game has great hints to assist you and help get you back on track. And you're able to choose how much you want revealed—if you don't want much, you only open the first clue. If you're really lost, open all three. The third clue does a good job of putting you back on track without revealing too much.
What didn't I love?
Once the game is over, that's it. You've solved the case and there's nowhere to go. And now that I know all of the answers, I can't replay. There's no way to make the game more difficult, or scale it, because the answers would remain the same regardless of whether or not you turned off hints. It's one and done, and if you enjoyed the game, you just have to wait to see if they drop a third game.
Honestly, I would have loved more depth to the old Sanitorium. This is a very small portion of the game, but something I felt could have been built upon to create some additional spooky elements. This is a missed opportunity for sure.
It's short. And I know it's short, it's billed as short, there's no mystery there. I think I played for three hours and was surprised when I reached the end. And like I said, the end is the end.
Some of the story didn't necessarily flow together past a certain point. I felt as though as soon as we solved a portion of the case, it wasn't tied back to future gameplay and storyline. I would have enjoyed a buildup that led to one final conclusion over multiple mini stories. Either that, or I would have liked the mini stories to be strongly identified as new mysteries or chapters. I just didn't know what information I needed to hold onto, or what could be left behind.
So that is the game! Like I said, it's simple and straightforward. In fact, as I played I struggled to determine the best audience for this game. There are some slight references to adult humor, but nothing overt, so perhaps this is a game fitting for younger audiences. Early teens? Without the hints, though, I feel like the game may be too complex for younger audiences, but with the hints, it may be just right.
For me? It was good—engaging enough, nothing over the top. Just simple, short puzzles. Maybe this is the game for you, but if not, you can just waddle off to the next game, no harm, no fowl.
This short, sweet detective game is exactly that—short and sweet. With the ability to allow hints or turn hints off, you can increase the difficulty if you're a super sleuth, or keep it easy if you're looking to veg out. The cast of characters is vibrant, and the jokes are plentiful. Follow Detective Eugene McQuackin and find some not-so-hidden clues to help quack the case.
* The product in this article was sent to us by the developer/company.
Growing up, I had an older brother and the rules of the house were that you played until your character died, then you hand off your controller. My brother was MUCH better at video games than I was, so I'd die within the first 4 seconds, and he lived on to ACTUALLY find the princess in the correct castle. All of that to say, I finally made it to the other side of gaming. Take THAT, Matt (he's still far better than I am at literally any game ever created).
Tabletop will forever have my heart, though. A D&D player for the past 6 years, I love rolling dice in any TTRPG I can get my hands on. I also love trying out new strategy games and attending conventions to see them in play.
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