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Monkey Island Ch 3 - Lair of the Leviathan - Now available!

posted by Jake on - last edited - Viewed by 810 users

Pre-release thread is here.

It's out!

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Tales of Monkey Island
Lair of the Leviathan

The official description:
Trapped in the belly of the beast, our hero encounters a surprising band of castaways, including the long-lost (and obsessive-compulsive) explorer Coronado De Cava. Can the Mighty Pirate win the suspicious De Cava's trust? Will sexy pirate hunter Morgan LeFlay prove to be a ruthless enemy, or an unlikely ally? Will the group find La Esponja Grande in time to save Elaine from the rampant Pox of LeChuck? And will the world be crushed by the gnashing teeth of a certain demonic skull? Tales of Monkey Island's moist and absorbing third episode, Lair of the Leviathan, will answer some of these urgent questions -- and raise still more -- as the five month adventure builds to its epic climax!

Download it!
Buy it!


Check out screenshots and things!
"I wonder what happens?" Flash film


So, you guys are playing it now. What do you think?


Obviously if you want to avoid SPOILERS, you should avoid this thread and any media about the game, because they will of course tell you some of what's in the episode. If you want to chat about your experiences in Chapter 3, or whatever else, hey hey.

188 Comments - Linear Discussion: Classic Style
  • Just wanna say thanks to Tell Tale for making another great chapter! I just finished it and loved it. My favorite so far!

    Keep up the great Monkey Island work and ummmmmmmmm

    *cough* Sam and Max Season 3, please */cough*

    :) Had to throw that one in there ha

    Oh yea also I noticed some of you peeps talking about the difficulty , I thought chapter 3 was the perfect amount of difficult puzzles to easy peasy ones. I do understand the want for harder ones though , I remember how hard some of the Maniac Mansion and DOTT puzzles were back in the day.

  • @Finsterrex: MI2 is only 3 hours long if you play in easy mode (done both recently).

    @kblood: My favourite pre-Tales MI chapters are MI2 1&2, SMI 1 and CMI 2, so I guess all of us are yearning for one large island opening up gradually and a chain of islands to explore (from what I've read). Sadly, I can only see this happening with a full-budget game released all at once. There's just too much work to do for some equivalent to Plunder Island in a month.

    Offtopic: those screenshots linked in another thread of Tillers new game look fab! Maybe that's the closest we're going to get to a full-budget MI game for now.

  • @dfielder said: Just wanna say thanks to Tell Tale for making another great chapter! I just finished it and loved it. My favorite so far!

    Keep up the great Monkey Island work and ummmmmmmmm

    *cough* Sam and Max Season 3, please */cough*

    :) Had to throw that one in there ha

    Oh yea also I noticed some of you peeps talking about the difficulty , I thought chapter 3 was the perfect amount of difficult puzzles to easy peasy ones. I do understand the want for harder ones though , I remember how hard some of the Maniac Mansion and DOTT puzzles were back in the day.



    Yeah, in my opinion Maniac Mansion was too hard. I liked DOTT though, it was hard at times, but got through it. In Monkey Island 1 I got stuck at that catapult thingie. Just couldnt link together that those two screens were linked. Thankfully my brother figured it out and after 6 months of stuck, we could go on with the game.

  • Finished Ch3, and I must say it's a Masterpiece! Fun, clever and logical puzzles, great storyline, cool rendered scenes. The standard for Ch4 has been set high!

  • @kblood said: Yeah, in my opinion Maniac Mansion was too hard. I liked DOTT though, it was hard at times, but got through it. In Monkey Island 1 I got stuck at that catapult thingie. Just couldnt link together that those two screens were linked. Thankfully my brother figured it out and after 6 months of stuck, we could go on with the game.



    I agree about MM being too hard (not played DOTT yet) but that banana tree puzzle in Monkey 1 was really easy for me, aged 6. The hard parts were what to give Otis in exchange for the carrot cake and the Swordmaster comebacks (I was only 5, remember). The rest of the game seemed pretty comprehendable.

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    Vainamoinen Moderator

    @Finisterrex said: PS: I always hope for Grim Fandango 2, maybe some day...




    It's tough. Grim Fandango was unique, the story was finished, most of the characters could not return in a sequel without killing the logic of the first part. I think I don't want a sequel - it would be like part 4 of my favourite movie triology (and Bob Gale said there should not ever be a fourth part! ;) ), a really bad idea.

    HOWEVER, I tried to replay the game in the last years, and although the story moved me deeply, XP incompatibility (very frequent crashes) and incredibly tedious controlling issues made me stop rather quickly. :(

    So, I'd be very open for a remake. Not a one-to-one, cowardly "MI-SE"-type remake, but an ambitious project with new controls, fluent animations, high-res backgrounds, more puzzles, maybe even an expanded story arc with more characters and dialogue.... (and Tommi Piper as Manny again in the German version!!).

  • @jmm said: Not everyone wants to get stuck for over a week or so to solve a puzzle. Also consider that the game is episodic, if all the things you say are put in the game the following will probably happen:
    a) The pricetag will increase considerably. "Episodes" will cost around $30 each (More assets (dialogs, graphics) means more money, more QA/testing, more planning)
    b) The games will be released yearly (or worse) instead of monthlyish
    c) The game will cater to hardcore gamers.

    While I still think the difficulty should be increased but not more
    than a few notches (2 or 3 notches).

    The idea floating around of having a difficult mode which the user can select if s/he wants, has some merits (hardcore friendly, replayability) it also complicates development and testing plus it needs more time to develop (which raises costs) and it widens the gap between releases.

    What I think can be a middle point is to both increase the difficulty and enhance (*fix*) the hint system. That way if users get stuck (due to the increased difficulty), there is always a simple way to get past frustrations without resorting to the internets (which is fine as a last resort, but I prefers hints since you are still in the game)


    Fortunately you don't have to walk with those items in real life :)




    I think that their difficulty is well gauged by using the hint system. What I think they need to do though is make the hint system more accurate to what you've done and what you need to do and supply a higher gradation of hints (e.g. obscure hint, fuzzy hint, clear hint, tell you what the heck to do - or even 6 levels...?) And then just make ALL the puzzles harder. That way Guybrush's hints of what he says will make the game easier to the level that you need based on the settings you chose in the menu.

    Quick note: The expectation is that the first time you get a hint you'll get the obscure hint, the second time is fuzzy, then clear, and then outright tell you what to do. But the time of the release of these hints is based on the hint setting in the menu.

    If they're worried about new players the puzzles shouldn't get easier, the hint system should just be more explicit. They already built it in and it's a fantastic design idea to handle that issue.

    final note: I often love having those hints and use them well, but believe that sometimes you need different types of hints. Many times in classic games (and actually in the De Cava puzzle) you may know what you need to do, but aren't sure what elements are needed to do it. So hints referring to each of the objects you need would be a good way to break down the levels of hints. E.g. (You need to still get De Cava a drink, My he has cool glasses, I wonder how I can change the colour of the drink, I wonder if I can change De Cava's viewpoint on the taste of the bile, De Cava sees everything through rose coloured glasses when it comes to his cochlea design.)

  • @tbm1986 said: @kblood: My favourite pre-Tales MI chapters are MI2 1&2, SMI 1 and CMI 2, so I guess all of us are yearning for one large island opening up gradually and a chain of islands to explore (from what I've read). Sadly, I can only see this happening with a full-budget game released all at once. There's just too much work to do for some equivalent to Plunder Island in a month.



    Actually - this would be fantastic for Tales of MI! Although they would probably need to orchestrate multiple episodes around it.

    See Episode 1 being first island. Episode 2 is exploring the next few islands and incorporating something that happens at the first island.
    Episode 3 adds 1 or 2 more islands and more areas (or simply changed areas) in the first islands.

    It would be tricky, because I think part of the fun is exploring new areas, but if they used it to develop more complex characters because they're have less new assets to create then it would be neat.

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