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Secret Files: Tunguska explores one of the many conspiracy theories regarding the Tunguska event of 1908. Adventure games should be about working out what to do next, and then exploring ways of actually doing it. Unfortunately, with some very agreeable exceptions, the puzzles in Tunguska are nothing like this.
On the positive side, clicking on an on-screen magnifying glass highlights nearby items of interest, neatly avoiding all that hunt-the-pixel pap which would’ve destroyed the game completely. FOOTNOTE: This review is of the Nintendo DS game, but the PC and Nintendo Wii versions play exactly the same.
Deep Silver has launched an updated version of Secret Files: Tunguska on the Wii U eShop, but exclusively in Germany. According to a recent report, the said version of Secret Files: Tunguska is not a Virtual Console re-release of Wii or DS version, but is a new Wii U port which comes with off-TV play and touch-screen controls. The said version is expected to be similar to iOS and Android ports, but with better visuals. The game is now available in Germany for €9.99, but is not available in the rest of Europe despite the fact that the users have the ability to change in-game language to English. In addition to this, a PEGI rating has been spotted online which suggests that the Wii U version might eventually launch in rest of the Europe as well. Secret Files: Tunguska is now available for Nintendo Wii, DS, Wii U, iOS, and Android-based devices. Here I enjoyed it more than it deserved, and far more than the two star score would suggest - I played it to completion despite its gaming qualities rather than because of them.

A massive explosion over a remote part of Siberia devastated forests for miles around, smashing windows and knocking people off their feet hundreds of miles away. Here you frequently resort to that old chestnut of combining everything with everything just to see what happens, ‘solving’ puzzles with brute force rather than logical thought. Maybe I’m just missing the graphic adventure, a genre I love to bits but has which been in hibernation this past decade or so.
It also lit up the night sky for several weeks, with a surreal glow powerful enough to read by. They’re beautifully drawn, delightfully atmospheric and animate perfectly well for a graphic adventure. Nina and Max are somewhat one-dimensional, with no back-story to speak of, and achieve little more than providing an avatar for the player. I won’t give any in-game examples for fear of spoiling the game for those planning to play it, but believe me, they’re annoying.
The reason the game has to tell you what you can and can’t investigate is because the puzzles are so illogical, you wouldn’t know where to begin without assistance.
But if it hit the shelves at the same time as a DS re-release of an all-time great such as Monkey Island, Beneath a Steel Sky, Broken Sword (which has already appeared on the GBA), Grim Fandango or Leisure Suit Larry, it would sink without a trace.
Games that just ooze character and panache, but at the end of the day, just don’t cut it in the playability stakes.
Tunguska is far from a classic and suffers from some serious gameplay flaws, but with no classic titles to blow it out of the water, it sails on regardless. Its causes have never been conclusively explained, and due to its remoteness, the First World War and the Russian revolution, it wasn’t even fully investigated until 1921, over a decade after the event.

The game rarely uses both characters in tandem, switching between them as they co-operate to solve puzzles, which is a missed opportunity. Worse still, on a couple of occasions I spotted something in the background graphics that would’ve made more sense as useful object than whatever was used to solve the puzzle in hand. And when a brand-new game can’t touch franchises at least a decade old for quality, something’s gone very wrong indeed. I’d also like to know how ordinary, everyday girl Nina turns into Lara Croft in a couple of scenes, performing outstanding acts of agility which seemed wholly inappropriate for the character, but we could let that pass as forgivable too. The game’s based on a fascinating concept, the sub-plots built around each location are amusing and the areas you visit are varied and interesting. No, what’s completely unforgivable – in Tunguska or any adventure game – is the lack of logic in the puzzles. Feeding the story out a little at a time would’ve improved things, but this is entirely forgivable.
Perhaps – that pickaxe head without a handle could be combined with the rope to make a handy grappling hook.

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