Chapter 2 Reviews

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Comments

  • edited August 2009
    Dead-end puzzles are really fine, as long as there are enough puzzles and hard puzzles.

    1. In episode 2 there are just a few puzzles and
    2. most of them are easy.

    Result: the dead-end puzzles adds only one thing: frustration in a bad way.
  • edited August 2009
    The end kinda came too soon for me this time, and the cliffhanger didn't really make my jaw drop like it did in the last episode. But there were many many :eek: moments, like
    Morgan cutting off Guybrush's hand
    or
    pox-infected Elaine
    . And I wasn't too sure about the merfolk, either, but like many of you said, it does kinda fit and add more to the humor of this episode. And human LeChuck is just so creepy in his own way, I think this was a very interesting part of the story!
    All in all, it's a short, but very good episode! I'm not sure if I liked the first chapter better or not, because I kinda missed Elaine in it, while she was present in the second almost all the time.
  • edited August 2009
    Fantastic!
    Just finished ep.2 and as a long time monkey island fan, I really liked it. Stemmle and co. really seem to have captured the tone of the original games and I think the difficulty curve is just about right.
    I'm still a bit aggrieved that the point and click system is gone, mouse dragging can be... well, a drag to be honest and the inventory system is a bit of a pain. Once selected an item should stay selected until put away (by right clicking perhaps). I like to thoroughly search the game environment for hidden dialogue/easter eggs by using inventory items on everything else. Having to continually re-select the item from the inventory can be a pest. This is but a minor niggle though and does little to detract from the amusing, entertaining and warmly familiar adventures of my favourite inept pirate swashbuckler - Guybrush Threepwood!
  • edited August 2009
    3. Creating DaCava island just for one minor and not really fun puzzle? Right...

    Actually that's true. The place itself was great but not having more to do there was kind of a let down.
    I don't get your complain about thenumber of items tho... Judging the lenght of the episode, i thought the inventory was almost TOO crowded. T'was pretty cool to see all those after all those sam and max ones in which the inventory never seemd to include more than 5 or 6, tho.
  • edited August 2009
    The inventory system is a bit of a pain. Once selected an item should stay selected until put away (by right clicking perhaps). I like to thoroughly search the game environment for hidden dialogue/easter eggs by using inventory items on everything else. Having to continually re-select the item from the inventory can be a pest.

    I never realised it, but this has been bugging me too, subconsciously.
  • edited August 2009
    Why is everyone fixated on this? Why is the "fake" coupon a BAD thing?

    Red herrings are cool. Dead-end puzzles are a staple of the genre. MI2 was chokeful of them. We need MORE of this, not less.

    Few of the reasons why the game feels so easy are:

    a) you know each item is going to get used somewhere so instead of logic you can often solve puzzles merely by eliminating "used" items and brute-forcing through the unused ones

    b) each time you manage to "do" something, you are completely sure you are closer to your goal, so you just need to carefully examine "what has changed" and you are halfway there to solving the next puzzle.


    Future episodes would benefit from items without a purpose and "fake" solutions, as long as this is executed in a logical or amusing way.


    Edit: Ninja'd by Bagge :)
    I agree , I was disappointed that you couldnt loan any other book except the right one, whereas in MI2 you had dozens of books to choose from.
  • edited August 2009
    Marzhin wrote: »
    By the way, for all we know, Merfolk may have been a suggestion from Ron Gilbert himself during his brainstorming sessions with Telltale. I wonder how the die-hard, "Gilbert-is-god" fans would react to that ?

    Hey, Cameron liked Aliens vs. Predator, too.

    Ok, now on a more serious note: We all know that the best things all came from Schafer - and that Gilbert is well past his prime.

    Wait, that still wasn't serious enough. I'll just shut up now. :D
    Farlander wrote: »
    Both internal and external logics say that the more experienced the man is, the less he is surprised of new things ;) I think Guybrush saw enough wierdness in his lifetime NOT to be overreactly surprised about merpeople, even if he didn't think they were real. You should note, that in Ch2, he WAS reluctant about the existance of merfolk and he WAS a bit freaked out by sudden Anemone's appearance. But then again, he, like I said, saw SO much strange things since the start of his journey in SoMI, that he doesn't really have a reason to be HOLY FRIGGIN SHIT SURPRISED.

    About other people who don't react on merfolk, I suppose they too, lived long enough in the Gulf of Melange area not to overreact about them. Spinner Cay has a port for humans, for crying out loud, there's no reason for people who live in and around that are to go "HOLY FRIGGIN SHIT" mode.

    There's a difference between having everyone overacting as if this was a Klaus Kinski actalike contest and making characters behave like, I dunno, characters rather than merely excuses for oneliners. As if this was supposed to be a cheap sitcom narrative coming straight off the tails of a quite epic adventure game series no longer deemed "workable" on the big screen or something. Now wait...

    (Made my peace with the episode anyway. Start and finish are the good stuff).
  • nikasaurnikasaur Telltale Alumni
    edited August 2009
    We'll be having a reviews blog up shortly (*cross fingers*) where you can see some of the good, and some of the same. I'm happy with how fair a lot of the reviewers are but you know the deal, can't please 'em all.
  • edited August 2009
    I loved this episode - the difficulty was right, and definitely wasn't short.
  • edited August 2009
    IMO the episode was alright, none of these points are devestating, but they are places which could use some improvement.

    Definitely agree with the articles that the music was not up to par with previous ones. This was also true in episode 1.

    The Merfolk were an interesting but I still find them weird. Especially how the one kept hitting on guybrush, but didn't like how he tried to flirt with her.

    I was also put off by the lack of scenery. Spinner cay was nice looking, but previous monkey islands had more places that, even if you couldn't visit them (consider Puerto Pollo which had a whole town or several places in MI2), would at least look interesting in the background with a few more funny shops or something, and both episodes have felt rather unpopulated (classic example is the Bar Scene in MI 1 or the party in MI2 or MI4 which even had people walking around a bit). I don't think there's been a crowd of people in the entire game yet. As far as I know
  • edited August 2009
    My favourite part of this chapter was the humour. There was some great dialogue, and some really nice references to older Monkey Island games.

    Don't really have any complaints about the puzzles myself, though some of them were a little strange.

    The Merfolk were different to anything I'd seen in previous Monkey Island games, but they were great characters. They had some great dialogue too.

    I agree that some of the music wasn't the best ever in a Monkey Island game, however there were some tunes that I really liked. There was some nice mystical music that played in Spinner Cay. And the "Good LeChuck" theme was pretty fun!

    In the graphics department, some of the backgrounds were a little overly-simple, but the whole of Spinner Cay was gorgeous. The transition from when you leave the little islands and get back onto the ship was lovely too. The characters were well designed and very well animated. I've always felt that computer game characters, especially when done in 3D, often lack personality. The Monkey Island cast, however, proved to be capable of showing lots of facial expressions and body language. Guybrush in particular was really well animated, and I think that bringing the characters to life just makes the game so much more enjoyable.

    I don't really have any actual complaints about the game, to be honest. I know there were quite a lot of bugs in this chapter, but I can't bring myself to really complain about this either because Telltale are aware and from what I understand have even gone to the trouble of fixing some. So that was really nice of them.
  • edited August 2009
    Scrawffler wrote: »
    I agree that some of the music wasn't the best ever in a Monkey Island game, however there were some tunes that I really liked. There was some nice mystical music that played in Spinner Cay. And the "Good LeChuck" theme was pretty fun!

    The problem is not about the music. The problem is that in the first 2 MI music was pratically the only sound coming from the speakers. And after hours and hours of gameplay and read dialogues they stucked in our head!

    Now music is in background, after sound effects and speech.
    So it's logic that audio role is now not primary as it was in the first 2 MI. And even great music is pushed back a little in our perception when we are distracted by speech and sound effects.
  • edited August 2009
    The problem is not about the music. The problem is that in the first 2 MI music was pratically the only sound coming from the speakers. And after hours and hours of gameplay and read dialogues they stucked in our head!

    Now music is in background, after sound effects and speech.
    So it's logic that audio role is now not primary as it was in the first 2 MI. And even great music is pushed back a little in our perception when we are distracted by speech and sound effects.
    This. (Sorry, Laserschwert.)

    While I'm playing, I hardly notice the background music, and almost begin thinking it isn't very memorable. But when I go back and listen to the music, then I find that it's actually really good.
  • edited August 2009
    The problem is not about the music. The problem is that in the first 2 MI music was pratically the only sound coming from the speakers. And after hours and hours of gameplay and read dialogues they stucked in our head!

    Now music is in background, after sound effects and speech.
    So it's logic that audio role is now not primary as it was in the first 2 MI. And even great music is pushed back a little in our perception when we are distracted by speech and sound effects.

    counter argument: MI3

    /argument. :p


    edit: also - 'the dig'
  • edited August 2009
    Mataku wrote: »
    counter argument: MI3

    /argument. :p


    edit: also - 'the dig'

    And Full Throttle! Maybe Grim Fandango. I haven't played it yet...
  • edited August 2009
    The problem is not about the music. The problem is that in the first 2 MI music was pratically the only sound coming from the speakers. And after hours and hours of gameplay and read dialogues they stucked in our head!

    Now music is in background, after sound effects and speech.
    So it's logic that audio role is now not primary as it was in the first 2 MI. And even great music is pushed back a little in our perception when we are distracted by speech and sound effects.

    You know.... it seems obvious when you say it but i hadn't actually thought about it, and kept wondering why i loved MI2's music so much and almost didn't notice it in any of the later games...
    counter argument: MI3

    Well, for me, not at all. MI3 was a great game, i loved hearing the main theme in tthe credits and it did have a few great theme, but overall, it just never struck me like the awfully midi sounds from lechuck's revenge did.
    And Full Throttle!

    I'd agreez more, but come to think of it, the whole gone jackals music was only used in the cutscenes, if i'm not mistaken ? I don't think i actually remember the in game music... Guess i should run it again to check this, tho.
  • edited August 2009
    Well, for me, not at all. MI3 was a great game, i loved hearing the main theme in tthe credits and it did have a few great theme, but overall, it just never struck me like the awfully midi sounds from lechuck's revenge did.

    I played both the DOS MIs on an IBM PS/1 with only an internal speaker for company. The LeChuck theme, for example, only sounds authentic and menacing on that old rack (for me). It wasn't until the turn of the century I heard the MIDI and I thought "what a piece of overhyped crap!" The one exception is the opening credits for MI2.
    I'd agreez more (re Full Throttle), but come to think of it, the whole gone jackals music was only used in the cutscenes, if i'm not mistaken ? I don't think i actually remember the in game music... Guess i should run it again to check this, tho.

    You're correct. They had eerie MIDI music for gameplay screens that you barely noticed because they fit so well. I feel Tales is like that.
  • edited August 2009
    I played both the DOS MIs on an IBM PS/1 with only an internal speaker for company. The LeChuck theme, for example, only sounds authentic and menacing on that old rack. It wasn't until the turn of the century I heard the MIDI and I thought "what a piece of overhyped crap!" The one exception is the opening credits for MI2.

    See, i can't comment on this, i only played those on a rather modern computer (must have been sometime around 97 or 98, can't quite remember exactly).
    But it still amazed me. The music SOUNDED like crap but those themes are so strong, they just stand out no matter how "bad" they sound.
    (friends of mine often mock me when winamp hits those on random due to the crappy midi sound, but there's just no way i'll ever get rid of them ;))
  • edited August 2009
    Hey, you guys want to see an incompetent review and review, go to IGN.com.

    The man didn't even bother to review characterizations, story plot, or hardly anything of interest. It was basically, yeah the puzzles were good, but I'm not sure about this whole episodic thing, or the split chapters, and uh yeah 7.5 out of 10. :mad:

    EDIT: I haven't seen anything that made me so mad in weeks. I'd rather **** a ****** monkey **** festered in leprosy **** covered ****hole than read a review that bad again. I'd rather **** a rhinocerous **** ****ing all over my ears. I'd rather ****-a**** sucka duck **** - **** ****hole. That review was just....just...poo poo. :p By the way, this was just a joke edit.
  • edited August 2009
    well, poo :(
  • edited August 2009
    - Guybrush and Elaine should have never been a "loving" couple. It's so boring and cliche and only serves as a convenient source of "damsel in distress" or soap opera-like "love triangle" plotlines. There's a reason why MI2 started with them already being history.


    I think you have a point there, though I don't entirely agree that there shouldn't be a relationship between them (at least, that's my intrepretation of your opinion; correct me if I'm wrong). I don't think there is necessarily a problem with them being in love; the problem (at least in my opinion) is that there isn't enough conflict in their relationship. They get along too easily for the most part, and pretty much all of their dialogue together is disgusting mushy-talk. It was ok for the dock scene, but I think their conversation should have matured past that stage long ago.

    I think the reason why (and again, this is just me guessing here, and my opinion) Ron decided to have them break up inbetween SOMI and LCR was to introduce some conflict/drama, and not necessarily because he thought they were a terrible match that should never, ever get together.

    Personally, I think their relationship in the episodes should have more conflict. I don't think they need to get divorced or anything, but perhaps a genuine argument that at least causes their marriage to nearly fall apart. You know, like in a real-life relationship. And definitely less "loveypoo" talk.

    Some people may be of the opinion that having them married simply kills the drama and the tension, and limits the storytelling. Personally, I think that view is just as limited as saying they should live happily ever after. They just need to have a more three-dimensional relationship that actually involves some genuine differences and arguments.

    Any thoughts?
  • edited August 2009
    Any thoughts?

    Yes.
    You're absolutely right about the need for conflict (even if i don't see their relation as a major factor in the games anyway), but isn't that what telltale are doing right now whith this whole "nice lechuck" thing ?
  • edited August 2009
    Yes, but as Spiffy said, that might be a rather cliche way of introducing a conflict. Love triangles are admiteddly an over-used way of introducing a conflict in a relationship.
  • edited August 2009
    True.
    Just felt i'd mention it since you seemd to be really focusing on the need for tension but didn't mention this fact.
    I don't really care about the triangle thing, at least for now... we don't quite know how it's gonna turn out and i just love this whole suspicion feel they're creating around it.
  • edited August 2009
    yeah their relationship has become too much of a central plot focus methinks. in the two originals, it was sort of a side thing. in MI2, guybrush wanted the map piece more than elaine. they should be able to have a monkey island without elaine if they wanted to. though ToMI might be headed into an interesting direction in terms of their relationship.
  • edited August 2009
    Jace Taran wrote: »
    They get along too easily for the most part, and pretty much all of their dialogue together is disgusting mushy-talk. It was ok for the dock scene, but I think their conversation should have matured past that stage long ago.

    This.

    Ealine and Guybrush as a couple aren't interesting anymore, they are exactly like some good friends of yours that have finally hitched and even though you like them both you can't stand being near them anymore because all they do is coo and snoggle all the time.

    This is of course the oh-so-common problem of presenting relationships in TV, movies, and stories in general. Couples really aren't that interesting. So to stir things up convoluted "fights" are introduced with false break-ups, "fake" new love interests suddenly appear and - worst of the worst - couples get a child so you can have some "parenting" hijinks.

    I really think that MI doesn't really need this stuff. Human LeChuck is intriguing, but in a "what IS his agenda exactly", NOT in "will he win over Elaine" way. I don't really care what happens to the beloved couple, and would actually welcome some radical change. Kill off Elaine, make her the villain, whatever, just stop keeping the dreaded sitcom-like status-quo...
  • edited August 2009
    Bacause there wasn't merfolk in MI2 and MI2 is the fucking holy grail of MOnkey Island and they never should do any new to the MI-Universe cause MI2 is perfection and they never should made LeChuck human and the Merfolk isn't Monkey Islandish because did you see Merfolk in Monkey Island 2, besides from the strange skeletons in LeChucks high-fantsay fortress? I didn't. So: There you go.

    People like you destroyed the SAGA cause you like the Merfolk. Guess you adored Jar Jar Binks back in Episode 1. n00b. I played SMI when i was the age of 3!

    I'm shaking! I'm shaking!
  • edited August 2009

    Ealine and Guybrush as a couple aren't interesting anymore, they are exactly like some good friends of yours that have finally hitched and even though you like them both you can't stand being near them anymore because all they do is coo and snoggle all the time.

    yeah... telltale could make a twist in the story to make it more interesting

    so, let's say there is this new voodoo thing that is affecting Elaine's memory and she doesn't remember she is married and does not believe it. It all happened when Elaine ate some food or drank a cocktail which Guybrush bought to her which was cursed and set up by some of LeChuck's associate.

    Relationship between Guybrush and Elaine would be similar like in the first 3 games, with Guybrush struggling again to find how to break the curse.

    Eventually, he does, but he screws up something so Elaine's memory is back but not completely and she still doesn't believe they are together. Guybrush tries to convince her, but in the meantime, LeChuck used his powers to steal or invalidate the marriage papers.
  • edited August 2009

    Ealine and Guybrush as a couple aren't interesting anymore, they are exactly like some good friends of yours that have finally hitched and even though you like them both you can't stand being near them anymore because all they do is coo and snoggle all the time.

    yeah... telltale could make a twist in the story to make it more interesting

    so, let's say there is this new voodoo thing that is affecting Elaine's memory and she doesn't remember she is married and does not believe it. It all happened when Elaine ate some food or drank a cocktail which Guybrush bought to her which was cursed and set up by some of LeChuck's associate.

    Relationship between Guybrush and Elaine would be similar like in the first 3 games, with Guybrush struggling again to find how to break the curse.

    Eventually, he does, but he screws up something so Elaine's memory is back but not completely and she still doesn't believe they are together. Guybrush tries to convince her, but in the meantime, LeChuck used his powers to steal or invalidate the marriage papers.
  • edited August 2009
    Actually, if the best idea for a twist in MI's plotline revolves around LeChuck invalidating some marriage papers, I think it would be best to quit now while we are ahead.
  • edited August 2009
    Mataku wrote: »
    counter argument: MI3

    /argument. :p


    edit: also - 'the dig'

    Agree on both counts. Especially in MI 3, the music was incredibly moving and creative, you couldn't help but feel like it was a wow moment. Even just the opening in MI3 where you hear a lone banjo plucking while you ponder your choices or the swing of the music when a cutscene began. TOMI's music isn't bad, it just has yet to move me as much nor feel as integral to the setting.

    Maybe cause Lucasarts has a full orchestra doing the music and maybe it's more digital in TOMI? I have no idea.
  • edited August 2009
    Or that Land has less time to work on the music?
  • edited August 2009
    Ealine and Guybrush as a couple aren't interesting anymore, they are exactly like some good friends of yours that have finally hitched and even though you like them both you can't stand being near them anymore because all they do is coo and snoggle all the time.

    I don't think Guybrush and Elaine as a couple have ceased to be interesting, and they don't "snoggle" "all the time". Come on, did anyone of you EVER see them kissing on the series? All they do is hug each other at one point, when they are reunited, and make some funny remarks about each other or their relationship or calling each other funny names. And I personally think that this adds very much to the humor of the series. It did that in the very first game already! Remember "honey pumpkin" and "plunder bunny"? Or even "snugglepuss" etc. in the second? For me, these kind of jokes never stop being funny, and I don't think the story of Tales is in any way "focussing" on their relationship. It just belongs to the story, just like the Pox and the sea sponge and everything else does.
  • edited August 2009
    God the last thing i want is some outdrawn drama/tension storyarc with Guybrush and Elaine, leave that to the soaps on tv please. Im fine with it so far, but if it becomes too much of the main plot i will cringe.
  • edited August 2009
    Well, after playing through Episode 2 a few days ago, I can see why people were complaining about the length. It is WAY too short. However, the puzzles were still tricky. To be honest, I found them more difficult than Episode 1, but then again I'm not very good at these sorts of games!
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