Tales of Monkey Island: Launch of the Screaming Narwhal (PC)

Oh, haha, this is kind of cute ... when you're not stuck in one place for HOURS!
7/7/2009 5:13 PM | 9 Comments | Page 1 of 2

What's Hot: Cheesy humor; Quirky, irreverent situations

What's Not: Cheesy humor; Moments of hair-pulling frustration
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Kyle Orland
Kyle Orland
Status: Ba-GAWK
In some ways, I'm probably the worst person possible to review this game.

For one, I've never played any of the original Monkey Island games. Call me a delinquent game journalist if you must, but despite the never-ending seas of critical praise for LucasArts' classic PC adventure series, I've never bothered to figure out the Secret, cure the Curse, or try to Escape from Monkey Island (much less fend off LeChuck's Revenge).

While I've hung around enough gamers to recognize the name Guybrush Threepwood and the joys of Insult Swordfighting, I'm definitely not part of the nostalgia-influenced market Telltale is targeting with this remake. This worried me a bit going into this review -- I feared the game would be full of references to characters and events from a decade-old series I had no experience with. To Telltale's credit, while I feel like I missed a few obvious inside jokes directed at Monkey Island veterans, for the most part Tales of Monkey Island works well as an introduction to the series.

Tales of Monkey Island: Launch of the Screaming Narwhal
Don't look so satisfied until you solve those idol puzzles. Man, they're a doozie.
The second reason I'm the wrong person to review this game is that I generally hate adventure games. Well, that's not quite true. I start out liking most of them. I enjoy meeting the quirky and irreverent characters, clicking around the quirky and irreverent world, reading quirky and irreverent descriptions of everyday items, and picking up a bunch of quirky and irreverent inventory items and using them in quirky and irreverent (but somehow logical) ways. Things went along in this manner for a while in Tales of Monkey Island's first episode, Launch of the Screaming Narwhal, and while I wouldn't call its puzzles especially challenging or interesting, it was at least mildly diverting.

My problem with adventure games comes when I invariably get stuck. It never fails: I'll be an hour or two into an enjoyable adventure, solving whatever comes with a few clicks and a few chuckles, until I come to a puzzle that just refuses the easy answers that have come so far. Usually it's a situation where I can understand generally what the game is asking me to do -- use a fresh fish to open the door, to pick a completely fictional example -- but I just can't figure out how the game wants me to do it.

In the real world, of course, I'd have options. I could go to the store to buy a fish. I could go fishing in the river. I could ask for a loan from my friend who happens to have an aquarium. In adventure games, though, I have to come up with the single, specific solution the designer has created for the problem, and this solution is always -- in my experience -- some overly clever, counterintuitive, quirky, irreverent, too-cute-by-half mess. Which is worth a decent chuckle when you stumble upon the solution quickly ("OH! I have to make the fish out of TOFU!"), but when you don't -- well, I hope you have some other interesting game to play.

Tales of Monkey Island: Launch of the Screaming Narwhal
LeChuck shows off the grin you'll have in response to most of the game's jokes.
I got hopelessly stuck in this manner twice in my few hours with Launch of the Screaming Narwhal. Both times I generally knew what was expected of me, but didn't know how to do it within the game's twisted logic and limited (read: point-and-click) controls. Both times I tried using the obvious items in my inventory with no luck. Both times I slowly got more desperate, running around the sleepy little island that provides the game's setting for hours, hours, using my items on everything in sight in the hopes that something, anything, would happen. Both times the solution involved clicking an on-screen item that I hadn't been aware was clickable -- despite running my mouse pointer over every screen this tiny little game had to offer.

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Comments

  • MSUSteve
    MSUSteve

    7/13/2009 2:34:40 PM

    @KyleOrland: The solution to the gem nose part didn't occur to me because there was no indication that the gem was made of glass. Had that been clear, the solution would've presented itself in short order. I checked a FAQ and felt dumb that I didn't find the solution myself. The stupid pyrite bird solution just ticked me off. I'd have never done that series of actions on my own. Same with the very last puzzle regarding the hand and the tar.

    @RyanKuo:I also finished Ep. 2 of Season 1 of Sam & Max this weekend, right after playing Tales of Monkey Island. Tales of Monkey Island felt a lot more like a full adventure game than did Ep. 2 of Sam & Max. It definitely took me longer to complete as well.

    Reply »
  • RyanKuo

    7/13/2009 1:18:50 PM

    @KyleOrland:

    Heh, it's funny, Ron Gilbert's retrospective walkthrough of Secret makes special note of how having to hunt for a clickable clothesline in THAT game used to be considered good gameplay in adventure games. http://grumpygamer.com/8280380

    I also just finished Ep. 2 of Sam & Max Season One, and now really strongly feel that the short, sitcom-like length of these episodes is not what I want in a Monkey Island game. Episodic gaming is to adventure games what Sunday comic strips are to graphic novels.

    Reply »
  • KyleOrland

    7/13/2009 1:11:28 PM

    @MSUSteve:

    I first got stuck trying to get the pirate off the boat (didn't realize you could click the clothesline) then trying to get past the big, circular door (didn't realize you could click the glass nose). Both were very, very stupid places to get stuck.

    Talking to other people who've played the game, I find a lot of them got stuck on puzzles where I happened to solve them pretty easily, mainly because I got lucky with what I chose to try, I feel. If a puzzle relies primarily on lucky guessing to solve, it's not my kind of puzzle. Hence, my general hatred of adventure games.

    Reply »
  • MSUSteve
    MSUSteve

    7/13/2009 12:54:25 PM

    I'm really curious about which areas caused the frustration Kyle. I got stuck at the puzzle that involved the pyrite parrot. That was very counter intuitive to me and just generally pissed me off. I also thought the very last "puzzle" involving reining in my evil hand was badly done. There was just no way to know how to solve the final part without simply going through every option available to find the right order. Still, I really enjoyed the game and I'm looking forward to Ep. 2. In fact, it inspired me to finally finish Ep. 2 of the first season of Sam & Max as well.

    Reply »
  • KyleOrland

    7/10/2009 9:42:03 AM

    @Momo the Cow:

    Yeah, there was really nothing even close to "serious" in this one. Sounds like I _really_ need to try the classic one. Maybe when it hits XBLA.

    Reply »
  • Momo the Cow
    Momo the Cow

    7/9/2009 10:48:27 AM

    I'm with Ryan. Part of what made Monkey Island work was the balance and cohabitation of serious and absurd elements.
    Making Guybrush look so cartoony eliminates an ineffable yet crucial element of his overall persona that makes the silliness of his dialogue and surroundings more than just sugar coated sugar.

    The same happened with the Frank Drebin character between "Police Squad" and the "Naked Gun" movies. When Drebin was the straight guy to the madness, the madness was actually funny.

    Reply »
  • KyleOrland

    7/7/2009 10:37:06 PM

    @sxp151:

    I turned on the hint system when I got stuck and it gave me bupkis. Not sure if that's because it was a pre-release copy or because the hint system just wasn't very helpful...

    Reply »
  • sxp151
    sxp151

    7/7/2009 8:31:08 PM

    Of course, the final game does have a hint system, which the reviewer may not have had access to. I found it generally pretty useful for at least getting you in the right area to solve a puzzle.

    Reply »
  • RyanKuo

    7/7/2009 6:54:10 PM

    That subtitle seems way too goofy for Monkey Island, which always had some lightly serious overtones. It makes sense for stuff like Sam & Max and Strongbad, but I think Telltale's Saturday-morning style isn't an ideal match for this series. Adventure games were about sprawling adventure, too, not just funny little diversions. You don't really get that in the episodic format.

    Reply »

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