|
<funny tagline>
Join Date: Jan 2007
Location: where the cool kids are
Posts: 334
|
It's really hard to rate them, but what I shall do is writing down my thoughts about the games themselves so people can see what I liked in the game and what I didn't like in the game.
Secret of Monkey Island:
It was the very first Monkey Island I played so especially with this one I have huge nostalgic glasses on. Seeing that as a little child I couldn't spent money for 2 or 3 games monthly (also there weren't that many good games) I played it VERY often. Because of that, I always had favorite parts and parts I would have loved to skip. The part I loved was of course the insult fighting and the stealing of the idol. Which made those 2 trials (stealing and beating the swordmaster) my favorites. The treasure hunting itself... well it was kind of a let down.
What I didn't like where riddles like "Remember the combination of the safe", "Use 5 billion grog mugs to get the grog to the prison" and "Talk 5 hours to stan until he dropped the price enough for you to buy the ship".
They always felt boring and needless for me.
I don't remember if, as a kid, it was clear to me that there was some kind of romance between Elaine and Guybrush, something many people find a turn off in later installments of the game. I think I was used to the idea that if a woman is kidnapped/threatened by something evil, the hero who rescues her is somehow in love with here, therefor they are having a romance...or something like that. So in short, I wasn't bothered by that at all.
The story wasn't that complicted either. There was only one twist in it, and it wasn't even a big one. Shinetop is Lechuck. There wasn't really much of an explanation why things are the way they are... They were simply a fact and you had to either accept it, or leave. Back then, that was totally fine. Nowadays I think a game would be kicked in the bin if it does a stunt like that.
The final showdown was a tiny bit... not lame, but it didn't feel like a showdown. I, as a player never felt that Lechuck was a big threat, maybe because the game itself was kind of comic-ish and didn't take itself serious to begin with (rubber tree safes Guybrush, Pot as helmet, survives falling down several hundret meters without any injury whatsoever).
Also, it was a nice change from all the Sierra/Lucasarts games I played before, that no matter what I tried, I couldn't die.
Lechucks Revenge:
There only were a few games I played until now, which managed to get me immersed so much, that I actually FEEL with the characters and that my heartbeat is getting excited and faster when something important or dangerous is happening. One is Fate of Atlantis (especially the ending in the chamber), another one is of course Lechucks Revenge.
I don't know wether it was the "new" art style I liked more or the feeling, that something more then just "Go there, safe that" is going on.
I always saw Monkey Island 1 and 2 a bit like Star Wars. For example, I don't believe Ron Gilbert that Monkey Island was planned as a Trilogy from the very beginning. I do believe however that he had ideas in his head how things COULD develop. Something that proofs my theory is that Secret of Monkey Island has no cliffhanger whatsoever. Lechuck dies, and you see the happy end. Just like in Star Wars and Back to the Future the Story could have been finished right there.
So Lechuck Revenge was actually the first Monkey Island game which used a darker theme. With a huge success in my eyes. I can't remember one place or one riddle I didn't like, or one situation I wanted to skip. Also, as much as I missed the insult fighting, I never missed it in that game for some reason. I was very happy without it. The thought "That game is good, but insult fighting would make it SO much better!" never came to my mind. I also liked that fact that there were 2 difficulties (and until now I seriously NEVER played through the easy one...) which I found interesting.
Lechucks Revenge also started to not make sense (in a good way though). It brought up questions without actually asking them, and I don't mean the obvious ones like "What is big whoop?".
I mean questions like:
- Are those pipe systems you sometimes see a joke of the designer team? Or was it already a hint to THE secret?
- Why does the elevator go to Melee Island? A Joke as well?
- Is Toothrots appearance only a coincidence?
You already see that all those questions could easily be answered with:
"Well its obviously the designers team idea of a good joke!". But we can't be 100% sure of that.
The final showdown between Guybrush and Lechuck is awesome. Basicly its a run and hide game again, but this time you have to find multiple things in order to defeat him (instead of just simply getting the root beer). Even though I KNEW I couldn't die in this game I really was IN the game. I could feel a sense of urgency and panic when Lechuck arrived only to use his voodoo doll again.
Curse of Monkey Island:
I. Love. The. Art style.
The only thing that would have made it better, is that they would have taken the Lechucks Revenge Version of Guybrush. I really missed his awesome coat and boots from back then.
But sadly that almost is everything that stuck in my mind. Apart from the art, I don't clearly remember anymore if I found some puzzles good or bad or if it was easy or not.
I do remember that I thought it was kind of a mixture between SoMI and LR. Also they brought back a insult fighting in a way I didn't like at all. Rhymes.
For me, the whole fun of the insult fighting were the witty comebacks! In Curse of Monkey Island though they sounded so forced and awkward. And because of that, the most important thing when trying to be funny was neglected.
Timing.
The showdown was not as strong as in Lechucks Revenge. It was again a hide and run thing, to find your weapons/traps of choice, but seeing Guybrush not having to deal with a great amount of effort or pain (unlike in Lechucks Revenge where he basically screams every time the Voodoo doll is used) makes it seem like there is no real threat.
This is also the game where both got married, which didn't bother me as well to be honest. It certainly didn't FEEL like a final game of a trilogy should feel, but if that was the ending they had in mind, it was still well performed.
Escape from Monkey Island:
I never got around in playing it sadly and now that I heard so many negative stuff about it I probably never will. However, I started to watch a walkthrough video from the game and here are the things I noticed:
I actually liked how they pulled off the 3D characters. It's outdated now, yes, but I can see how it worked when it was released, considering that it wasn't an FPS (which has to shine with physics engines and graphics).
What I didn't like about it though was the way the Chapter Cards looked.
Secret of Monkey Island had simple ones. I remember it was basically only the fonts, with a line separating Chapter from title.
Lechucks Revenge had awesome paper-like Chapter cards with beautiful artwork.
Course of Monkey Island had this as well.
Escape from Monkey Island had only simply font again with some 3D character being in the corner... which I really found boring.
Other than that, I'd love to give this game a chance, but I think I read to many bad stuff about it to be fair to that game.
Tales of Monkey Island:
Mind you, I'm still hyped about the whole thing.
I have to admit that Launch of the Screaming Narwhal was kind of... not dissapointing, but certainly not what I had in mind when I heard that Monkey Island will get ressurected.
LUCKILY each episode ended with a cliffhanger, keeping me interested in what happened next. And yeah, in my opinion the series got better and better which each game. Graphical as well as puzzles and overall presentation.
I don't know if I would have preferred a whole game, and therefor sacrificing the awesome discussions I had with people on how it might continue. To be honest I'm very glad that it was the way it was. For me it was a intense journey which got better and better each episode.
Also, and at least from my point of view, Tale of Monkey Island had the best showdown in all Monkey Island games I every played. I'm not talking about the puzzles (which I think were pretty awesome), I'm talking about the dramatic situation, the atmosphere...
Exhausted and injured Guybrush being the punching bag once again for Lechuck, you can almost FEEL that he is about to give up and simply pass out. But then, maybe one step before everythings lost, he finds a solution and BAM! he won.
There is something about the suffering but victorious hero I like. I admit it. I liked seeing Guybrush in this great amount of pain and agony, I liked seeing him giving up the only thing that kept him "alive". It made me care emotional for Guybrush. It made me look at him for a fragment of time not as a character from a game, but a role model, a hero.
Even Lechuck was in best form for episode 5! The last time I saw him so intense was in Lechucks Revenge. It made me think "Ok... this time Guybrush won't stop him. No way."
The other Characters made a HUGE step forward in development. While some of the original characters couldn't even be considered sidekicks in the old games, in Tales they had their time to shine. And shine they did!
But also the new characters brought into the story I felt connected to. Morgan was a great addition to the mix and with Guybrush's sidekick Winslow the whole game felt really soft and smooth. The thought "Hm... okay this one doesn't fit right now" never crossed my mind once.
I said it in other threads, but I'm not getting tired of saying it again.
After finishing Episode 5 (and sleeping, because we almost pulled of an alnighter) I felt contented and pleased, like I haven't felt in a long time after finishing a game.
Is Tales perfect and flawless? No, but neither were the other Monkey Island games. And while I not hope that this is the last time we see Guybrush, I would be (as many others here) happy if I'd remember him within Tales of Monkey Island.
|