Howdy, and thank you all for replying to this thread. My real goal with this post was to try and foster some discussion about the episode itself, and to try and determine what it is about the Monkey Island series that makes it so special.
While I was playing this episode, I found myself really analyzing the original game, and thinking about the things that I thought worked and didn't work in the series. There's a special kind of chemistry that takes place when Monkey Island is working, but it's a fine line to walk...and you can feel it when it doesn't.
I think a few people may've taken my review as negative, and that wasn't at all my intention. I thought that Narwahl was a good introduction, but also felt that it made some of the same mistakes (in my opinion) that Escape from Monkey Island (in particular) did when trying to reinterpret the story.
In the interest of stirring debate, I'd like to reply to some of your posts and see if we can really hash out what makes the perfect Monkey Island Atmosphere for the community.
Secret Fawful:
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For me both options on the interface worked extremely well, were very relaxing, and I found myself using both off and on. Sorry, but some of your points are way off and up to personal preference.
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I'm glad that the interface worked well for you. I had two major complaints about the interface.
The first was that the "click and drag" option didn't give me the precise control that I wanted. It's usefulness seemed to vary depending on the position of Guybrush in the scene, and I noticed that many times when initiating the click to take control, Guybrush would reorient himself to a new facing - which destroyed the immersion.
In frustration, I would navigate with the arrow keys - this control felt MUCH better, as I had the fine control I wanted...but I often felt that the camera defeated my efforts, obscuring part of the scenery that I wanted to see.
Both instances ended up pulling me out of the game itself and forced me to think about the interface. A good interface (in my opinion) should get out of the way and not draw attention to itself.
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The music was fine; you just have to know how to set the game up properly to balance it all out
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This is not the case at all. On initial installation, I did feel that the music and sound effects overpowered the dialogue, so the first thing I did was enter the options menu to balance out music, sound effects, and speech.
Don't get me wrong...I'm not saying the music was bad. I thought the compositions and intrument selection was fine, and was very happy to see a return to the Imuse-style music switching.
My complaint was that the music sounded as though it had been cribbed from earlier episodes in the series. The music didn't strike me as original so much as derivative of what had come before. What new music did exist didn't stick with me...if I had to try and hum any of the new stuff, I'd be hard pressed to remember the melody. Contrast that with Woodtick or Plunder Island, and you'll hopefully see what I was getting at.
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And the environments were beautiful and lively! Telltale did a great job on them; the plastic look adds to the style; it doesn't DETRACT.
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This is probably just going to come down to a difference of opinion. Also, I do want to clarify - I'm not saying the environmental work was bad. In fact, I loved the design of the courthouse and the laboratory of the Marquis De Singe! What I was trying to explain was that in the bright lighting of Flotsam, the artificial elements are more easily noticeable. I did NOT see this problem during the introductory sequence, during the storm - the rain effects and darker color palette complemented the characters and the environment perfectly, and was probably my favorite "artwork" section of the game.
You can argue that the plastic look is a stylistic choice - I would guess only the developers could comment on that - but to me, this made the landscape in the brightly lit environments feel less painterly, and more artificial, and drew me a *bit* out of the experience.
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Give me a break. Next thing you'll be remarking how the physics on the objects in CMI were so unrealistic the game was ruined.
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Not at all...remember, I'm commenting on TONE more than anything here - and you seem to be inferring that I'm trying to pick on the episode. The truth is, I had a really great time with Narwhal, I just think that later episodes could use some small improvements to more fully attain the Monkey Island style.
feverfew:
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I've had the same complaints, mostly. The music tends to fall flat; I was especially disappointed with Flotsam map theme, which starts great, but dissolves into nothingness after 20 seconds. Background characters were bland, to say the least; I missed the likes of Palido Domingo and the Barbershop quartet.
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I think you hit the nail on the head with Palido and the Barbershop Quartet. In previous Monkey Island games, secondary characters (and background characters) were instantly memorable - they each had a unique design (as opposed to generic Leonard Steakcharmer models with moustaches and different clothes), and they all felt like real pirates with particular quirks.
Contrast this with the secondary characters in Narwhal (such as Davey or Crimpdigit) and you have characters that serve their purpose in the story...but they're forgotten as soon as they're out of scene.
Note that this ISN'T a problem with main characters! Guybrush, Elaine, LeChuck, the Voodoo Lady, and the Marquis De Singe were all handled perfectly! When time is given to give the characters depth, they really shine! Every character, whether main or secondary, should be treated the same way.
One problem that I think Narwhal and Escape both suffer from is the idea that ALL of the Pirates in this universe are wannabes, just like Guybrush.
In The Secret of Monkey Island, I believed that Mancomb Seepgood, Esteban, and the Important-Looking-Pirates in the Next Room were all bloodthirsty buccaneers...they might have been scared off of the seas by LeChuck, and cowering in the bar drinking grog, but I never doubted for a second that if LeChuck was taken care of, they'll all hop back onto their ships and start murdering, theiving, and drinking as good pirates should.
Contrast that with Davey and the Crimpdigit - One is a newspaper guy, one makes glass unicorns - and they're each "pirates." The pirate thing feels like a sideline.
Part of what made Guybrush so charming is that he's out of his depth. HE is a wannabe, everybody else is a real pirate. If EVERYBODY has the same schtick, Guybrush loses some of his charm.
lparcshinoda:
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... a little less critics about the interface and controls (I'm also using a pad and xPadder and I solved all my minor unconvincements about hybrid controls) ..."
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and...
Megaloman:
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I just don't see what's wrong with steering with WASD - it was perfect for me once I figured out that it's in the game.
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Apparently the interface bothered me more than some other folks. I'm willing to concede the point, as controls come up to personal preference more than anything else. My main problem was that the interface felt like it was working against me, rather than with me.
Finally...my OWN take on the "Secret"...
I've always felt that the end of LeChucks Revenge *almost* tells us the truth, but most people feel there are only two explanations - either LeChuck and Guybrush are brothers trapped in a carnival, and this has all been in Guybrush's imagination, or LeChuck was almost defeated by Guybrush and LeChuck quickly cursed him in the Carnival of the Damned to escape and wreak havoc another day.
My take is that it's all a dream...sort of.
I think Monkey Island is what happens when a writer becomes obsessed with a story, and something happens to him.
Imagine (if you will) an author who has been obsessed with pirate stories from a young age. Maybe he took a ride on Pirates at the Caribbean as a child, and that sparked his imagination.
As an adult, he's struggling to be published. He has a strained relationship with his brother...maybe they both like the same girl.
He's struggling to get a historical novel published on the golden age of piracy...when tragedy strikes. He's in a car accident. Maybe he gets hit in the head with an oar. (Remember falling from the tree in MI2?)
Whatever the case, he's in a coma, and his mind is fractured.
Memories of his childhood swirl around with the real legends of the pirates, and his own reality is created as his mind tries to mend itself.
One of the developers themselves recently stated that in HIS mind, nothing in the Monkey Island games existed until Guybrush arrived. Essentially, it's all there because he NEEDS it to be there.
This also provides an explanation for the anachronisms in the games...the carnival, the grog machine, Used-Ship Salesmen, etc.
These anachronisms are his fractured mind trying to claw its way back to reality...the author very nearly reached consciousness at the end of LeChucks Revenge, but a relapse plunges him back into his coma, which his subconscious explains away as a "Curse."
Granted, this is just my OWN explanation...but I think it explains for ME why the weird tone of "semi-serious piracy with flashes of modern anachronism and humor" WORK. The anachronisms have to be RARE, and the story has to be SERIOUS with FLASHES of absurdity and humor.
Push it too far, and it starts to break down into reality, and you lose the voodoo/spooky underpinnings.
Here's to hoping the author never wakes up. (How's that for a morbid thought?)
Lorn