Monkey Island 2: LeChuck’s Revenge |
|
|||
Studio: |
LucasArts |
|||
Designer(s): |
Ron
Gilbert / Dave Grossman / Tim Schafer |
|||
Part of series: |
Monkey
Island |
|||
Release: |
December 1991 (original) / July 7, 2010 (remake) |
|||
Main credits: |
Graphic Art: Peter Chan, Steve Purcell, Sean Turner et al. Music: Michael Land, Peter McConnell,
Clint Bajakian |
|||
Useful links: |
Complete
playthrough (Special Edition only;
5 parts, 308 mins.) |
|||
Basic Overview Unlike Sierra On-Line,
LucasArts never got to properly fetishize the Art of the Sequel. Admittedly,
the studio released altogether fewer than twenty adventure games in its
lifetime, most of which were not big sellers and therefore not officially
encouraged to get a continuation; still, one can hardly argue that most of the time, the creative minds
at LucasArts knew well enough the golden rule — only produce a sequel when
that sequel has something new to say, rather than churn it out just because
the market is said to demand it. Monkey
Island 2 happened to
be one of those lucky exceptions: more or less the Empire Strikes Back to its predecessor’s New Hope. Ron Gilbert himself states that the idea and concept of
a sequel to Secret Of Monkey Island
was already playing out in his mind before the first game was completed, and
this looks very much like the truth, given how smoothly the second game
expands and deepens the themes of the first one. Upon first sight, it simply
might seem bigger: more puzzles, more characters, more locations, more
dialog, more everything — which is not that surprising, given the much larger
team of employees assigned to Gilbert, Grossman, and Schafer’s supervision
(so much larger, in fact, that they managed to churn out the final product in
merely one year). Upon second sight... upon second sight Monkey Island 2 is simply the most perfect Monkey Island-type entertainment you are ever going to get. Due to its bigger budget and to rapidly
changing times, Monkey Island 2
featured quite a bit of graphic, musical, and overall design innovations for
LucasArts — but the main thing about it is that it represents the crowning
achievement of Ron Gilbert during his short, but mega-important period of
work with the studio. By the time the game came out, Gilbert was no longer
the sole-reigning intellectual king at LucasArts: his newer partners, Dave
Grossman and Tim Schafer, were proving to be comparable visionaries (as they
would soon prove beyond all reasonable doubt with Day Of The Tentacle), and so were occasional walk-ons like Loom’s Brian Moriarty. It is possible
that he was beginning to feel jealous of the competition, or, more probable
perhaps, felt himself repressed by the changes in the studio, which was
rapidly growing from an originally small and family-like art department to a
big business enterprise. Yet lightning rarely strikes twice, and Ron never
managed to find once more the same acclaim he had received for his time with
LucasArts — so, for all we know, Monkey
Island 2 remains his comprehensive swan song, a final masterpiece of
design, humor, and imagination which also, incidentally, happens to be one of
the best lessons on how to produce meaningful sequels. I do admit that all these big, gushing
words may reflect a bit of personal bias: Monkey Island 2 was one of my first experiences with a LucasArts
game (possibly the second one I ever played back in the early 1990s, after Maniac Mansion). However, replaying
the remade version right after completing the remake of Secret has, in fact, done nothing but firmly convince me of how
lucky I was back then — and while I do enjoy watching the birth of Guybrush
Threepwood as much as the next guy, and certainly recommend playing the
dilogy in its proper order, I have not the slightest doubt about which part
is the hors-d’oeuvres and which one introduces the main course. (And, for the
record, I do stress the use of the word «dilogy»: all subsequent Monkey Island games, good or bad,
have to be regarded in quite a different light after the departure of their
chief originator.) |
||||
Content evaluation |
||||
Plotline For the largest part of the
game, the story that Gilbert came up with for the second part of Guybrush
Threepwood’s adventures is not much of an advance on the first part. In Secret Of Monkey Island, Guybrush
spent most of his time passing the various trials which would allow him to
join the proud ranks of piratehood; in Lechuck’s
Revenge, after a short prologue in which our hero has to chase away the
biggest bully on Scabb Island, he spends most of his time assembling the four
map pieces that will allegedly lead him to a pirate treasure — the infamous
«Big Whoop», Gilbert’s personal McGuffin which, in the end, turns out to be
the true key to the entire Monkey Island problem... but let us not run too
far ahead of schedule. The main purpose of the game remains
precisely the same — to poke fun at stereotypical conceptions about our
mythical past by clothing them in practices and attitudes which directly
relate to our annoying present. (Whoever tries to get all indignant about the
existence of gas stoves, laundry tickets, and Elvis medallions in the Golden
Age of Piracy clearly does not get the joke so much that he probably does not
exist). But the writers manage to come up with enough fresh ideas to never
make things seem like mere rehashing of the narrative of the first game. For sure, there are returning
characters who are already on the verge of becoming the series’ running gags
— none more so than the business-savvy Voodoo Lady and Stan the Salesman —
but there are also multiple new faces with new personalities, such as the
wimpy, self-pitying Wally the Cartographer; the strong-willed, quick-witted
Captain Kate Capsize (some of the funniest moments in the game happen
whenever Guybrush tries to interact with her using the Pick Up option); the cartoonishly food-obsessed Governor Phatt of
Phatt Island (too bad we never get to see him outside of his gastronomically
enhanced bed); and lots of other, smaller, but nearly always picturesque
characters to populate the Monkey Island universe with every possible
literary or cinematographic stereotype you ever met. Not all of these characters are dropped
on you at once, though. The game has an ideal structure where Act 1 confines
you to just one island, helping you familiarize yourself with the game
mechanics while focusing on one single task (do away with the bad guy); Act 2
puts you in Open World mode, letting you cruise back and forth between three
main islands in search of the map pieces; then the final acts trap you in the
bottleneck of the final locations (LeChuck’s Fortress and then Dinky Island)
for the most action-filled parts. It goes without saying that even if the
game is not that much longer, on
the whole, than Secret, it still feels much longer because the
pseudo-Caribbean space slowly begins to feel quite spacious — and each of the
spaces has its own character: the dirty and carefree pirate-controlled space
of Scabb Island, the posh and commercialized official space of Booty Island,
or the dangerous and totalitarian space of Phatt Island. Curiously, one of the central plotlines
of the original game — Guybrush’s «adorkable» romance with Governor Elaine
Marley — has been relegated to the sidelines: Elaine is now an entirely
episodic character, briefly involved in one of the subplots and acting as a
purely passive onlooker in another. Moreover, she even gives the impression
of being intentionally dumbed down (one of the easier puzzles involves
Guybrush having to re-woo his love by choosing suave and corny compliments
over insults and sarcasm), which sort of makes me wonder if Ron Gilbert
hadn’t been dumped by his girlfriend or something like that in between 1990
and 1992. That said, the quirky aspects of the Threepwood / Marley soap opera
have always seemed one of the game’s weakest assets to me anyway, so the less
romance in a Monkey Island game,
the better, I say. Some critics (like Jimmy Maher, the
eminently readable Digital
Antiquarian) have had complaints about the character of Guybrush
Threepwood evolving into a more mischievous and unpleasant personage, rather
than the comparably innocent and charismatic buffoon of the original game —
citing such examples as his stealing a monocle from a harmless and
defenseless cartographer, or locking up another innocent person in a coffin.
On purely objective grounds, this is a correct observation (there are indeed
fewer moments in Secret which
could be openly judged as «immoral»), yet somehow it never ever struck me
when playing both games back to back that Guybrush was undergoing some sort
of negative character transformation. Most of the NPCs in the Monkey Island series are caricatures,
similar to Grand Theft Auto and the
like, and this automatically means that they are all fair game when it comes
to using them for some grand purpose or other, as long as it does not lead to
irrepairable harm (after all, Guybrush does
return the monocle to Wally in the end, and as for Stan the Salesman, locking
that guy inside a coffin is probably the mildest punishment for all the
splitting headache he causes you, the player, over both games). Anyway, Guybrush
Threepwood was never intended to be a goody-two-shoes politically correct
character; complaining about his occasional misdemeanours makes about as much
sense as canceling the likes of Till Eulenspiegel or Tom Sawyer. The single most important thing that really separates the game from its predecessor
— or, rather provides it with a conclusive finale that inverts the meanings
of both — is the controversial ending, in which the feud between Guybrush and
his arch-enemy, the Ghost Pirate LeChuck, receives a totally unpredictable
and extra-dimensional explanation, one which, apparently, came to Gilbert
after a long, painful search in a momentuous flash of inspiration, yet found
relatively little support from the fans. Considering that the entire concept
of Monkey Island grew out of
Gilbert’s fascination with a Disney amusement park, I would conclude that
landing the game on a finish line of a Disney amusement park was a stroke of
genius rather than an arbitrary blunder, not to mention all the Freudian
undertones of the Guybrush / LeChuck family relationship (into which Gilbert
even managed to insert a deeply unsubtle Star
Wars reference — this was a
LucasArts production, anyway). But it did create a problem, essentially
cementing the status of Monkey Island
as a definitive dilogy, with hardly any hope for a sequel — obviously, not
too many people were happy about that, particularly since their appetites had
already been whetted with a two-game series. Worse, as inventive as the ending was,
it left too many threads just hanging in the air — since the storylines of
most of the characters turned out to be simply abandoned. Did Elaine manage
to escape from Dinky Island? Did Wally survive or perish in the explosion?
Would Stan the Salesman be left forever rotting in his coffin? If you thought
that the abrupt ending was a rather cheap cop-out from answering all these
questions, you would certainly be justified. It feels too abrupt, too rushed,
too jarring — very likely, the result of hurrying up to get the product
shipped in time for Christmas — and, honestly speaking, were I ever in charge
of remaking the entire franchise, I would rather have it restructured as a
trilogy, swapping around the endings of LeChuck’s
Revenge and The Curse Of Monkey
Island to create a more coherent and satisfying experience. As such, the
ending of the second game feels sprung on the player way too brutally, while
the beginning and main premise of the third game, no matter how much the
authors struggled with it, end up making no sense at all (but more on that in
due time, when we get to savoring the flaws of the 1997 sequel). Nevertheless, for all of its
shortcomings, the ending of Monkey
Island 2 still has to be commended as one of the most daring artistic
moves in video game history up to that point. The older scheme, as a rule, was simplistic: the good guys and the bad guys get
set up against each other at the beginning of the game, you have to find a
conventional or an unconventional way to let the good guys triumph over the
bad guys, you save yourself / your girl / your pet poodle / the world and go
home. For all the talk about how adventure games at the time were typically
played by a more sophisticated / intellectual brand of consumers, the basic
structure of these games rarely went beyond the philosophy of the average
happy-ending Hollywood movie. Gilbert, instead, took his inspiration from
something like a Monty Python movie
(think back to the ending of The Holy
Grail), and ended up creating something that you might not necessarily
like or agree with, but definitely something that you will not soon forget —
or might even use in future discussions on child psychology, Freudian
concepts, and the influence of pizza on the brain of outstanding game
designers. |
||||
Puzzles Allegedly, the puzzles of Monkey Island 2 were originally deemed
so challenging for players that some (not all) versions of the game came with
a special Monkey Island Lite mode,
cutting out a big chunk of the challenges and jokingly asserting on the back
cover that this particular mode was primarily intended for video game
reviewers. However, unlike the «normal» vs. «MegaMonkey» modes of The Curse Of Monkey Island, which
would indeed be two different design strategies for the more vs. less patient
players, the Lite mode here was
more like a joke at the expense of whiny players, since it efficiently
removed most of the challenge — and, incidentally, it was never reproduced in
2010’s Special Edition remake. This is not to say that the regular
puzzles in the game are not challenging — far from it! — but neither could
anyone insist on placing it in the category of the most challenging games
ever designed. As a rule, the complexity of an adventure game depends not so
much on the intellectual level of the designers and players, but rather on
the plain size of the game: the more
locations there are to explore, the more objects to pick up, the more
characters to interact with — the more potential combinations of actions
arise at your disposal; and while, of course, it is rarely, if ever, a
question of trying out all
theoretically possible scenarios, it may still take a lot of time before you
filter out all the moderately reasonable ones which still do not fit. From
that point of view, the second Monkey
Island obviously offered more challenge — simply because it was so much
bigger, and because the successful completion of its puzzles required, in
particular, quite a bit of jumping to and fro from one of the three islands
to the other two (a trick that would soon be implemented in a far more
revolutionary and demented fashion on Day
Of The Tentacle). As it was with the first game, the
specific difficulty of the puzzles lay in their following that very special
brand of Monkey Island Logik to the terms and conditions of which you are
obligated to wholeheartedly subscribe in order to save yourself hours of
useless frustration. The Monkey Island universe revolves around its own
inimitable axis, which requires that perilous swamps need to be crossed in
floating coffins, dogs and monkeys be carried around in the pockets of your
overcoat, and pet alligators in hotel lobbies be addicted to cheese
squigglies. Once your brain gets adjusted to this why-the-fuck-not mentality,
puzzle solving in Monkey Island 2
generally becomes demented child’s play, though there are still proverbial
tough cases, such as, for instance, the relatively infamous «monkey wrench»
puzzle where [inevitable spoiler alert!]
you are indeed supposed to use an actual monkey as an actual wrench. Is this
a truly tough and unjust puzzle, or is it fully permissible in the Monkey Island
Universe, most of which is built on puns and gags by default? Opinions here
are strongly divided, but if I were to cast a vote, I would still vote
«permissible» — though, in all honesty, at least some sort of prior indirect clue to poor Jojo’s amazing wrenching
abilities would have been nice. In other cases, the complexity of the
challenge is caused by several different conditions necessary to overcome it:
most notably, the hilarious spitting contest where you have to do at least
three different things to turn the odds in Guybrush’s favor, each of which
requires a fairly non-trivial way of thinking — and since there is no way to
learn that you need to do all three from the beginning, emotions are very
likely to run high each time that sweet victory finds itself snatched out of
your jaws along with the next burst of saliva. There are also instances when
salvation clues are received so far ahead of time that it takes quite a
brain-push to realize how they are related to your current situation (this
specifically concerns the connection between the psychedelic Dead Parent
Dance and the bony maze inside LeChuck’s Fortress). But, once again, not a
single of these situations truly defies Monkey Island Logik, and I do vaguely
remember myself being able to complete the game in the pre-Internet,
pre-walkthrough age — something that I was not able to do with Sierra’s Police
Quest, for instance. Apparently, there is an innate capacity to master
Monkey Island Logik in at least some of us, much unlike an intuitive understanding
of proper police procedure. According to standard LucasArts rules,
there are no situations whatsoever in the game where you can get stuck due to
not having fulfilled a requirement earlier, nor is there anything punishable
by death (technically, you can die at least once, horrendously executed
inside LeChuck’s fortress, but then an ingenious narrative twist immediately
brings you back to life). There are very few red herrings either, and most of
them come in the form of hilarious dialog — perhaps the funniest of these is
trying to take a philosophy lesson from your old pal Herman Toothrot on Dinky
Island, which involves naming of about 100 different potential colors for
trees and ultimately leads Guybrush to conclude that "philosophy is not
worth my time" ("I’m impressed!" reacts an excited Herman,
"it takes most people years to realize that!"). In any case, each
and every superfluous and unnecessary path of dialog here is totally worth
taking: it’s the little things like that which truly bring out the atmosphere
in Monkey Island 2. And speaking
of atmosphere... |
||||
Atmosphere It might very well be so, you know,
that the biggest difference between the first and second games actually
concerns the realm of feels. One
reason why Secret seemed a bit too
lightweight for me after having played it after the second game is that I was
struck by how much brighter it was in terms of overall mood. Both
Mêlée and Monkey Island were generally fun places — the
«hellish» experiences of Guybrush did not properly begin until the final act
of the game, and even then they were more psychedelic than truly scary. In
stark contrast, Scabb Island immediately announces itself as an unsafe
location, with LeChuck’s right hand Largo LaGrande prowling upon the premises,
the Voodoo Lady being reachable only by crossing a perilous-looking swamp in
a coffin, and a large part of the island being dominated by a huge cemetery. And that is just the beginning. There
is Phatt Island, where you have to endure jail time and come face to face with
the disgusting monstrosity of its governor (who has an actual system of
feeding tubes installed next to his bed in order to save all those precious
calories). There is Guybrush’s nightmare, during which he sees his parents
turn into dancing skeletons. There is LeChuck’s fortress, all skulls and
bones and pools of acid. Finally, there is the climactic confrontation with
LeChuck in the underground, which goes on for much longer than the battle at
the end of Secret, is far more
nerve-wrecking, and ends with a gruesome scene of dismemberment (which
somehow ends up more gruesome than the Star
Wars sequence that it so obviously parodies). It goes without saying that all these
things are deeply mixed with humor: all the darkness in the game is played
out for satirical effect. But it is still darkness, and there are moments in
the game that might genuinely scare a younger player (probably no such luck
with Secret). The Ghost Pirate
LeChuck, in particular, is probably much creepier in this installment than he
was in the first one, and unquestionably far creepier than he would be in the
sequels (where his level of scariness rarely exceeds Sesame Street level). When it comes to the big revelation scene,
no matter how much of a joke it is, some sort of shock reaction is still
guaranteed one way or another — somehow, even through a very parodic means of
delivery Gilbert’s team is able to convey the confusion over the breaking up
of the good / evil dichotomy. The «mature» theme does not exactly
stop at scariness. As others have already pointed out, there is a larger
amount of gross action (such as the spitting contest, for instance, or the
soup-poisoning incident). In one case, Guybrush finds himself obligated to
cross-dress, then have a seriously «adult» conversation with the love of his
life while still wearing a pretty pink dress. Ultimately, the universe of Monkey Island 2 seems to close in
heavier on his protagonist than the universe of Secret Of Monkey Island, and the protagonist has to react
correspondingly, often with decidedly ruthless and renegade actions, because
desperate times call for voodoo doll measures. Is this all appropriate for a Monkey Island setting? In my opinion
— absolutely so, just like the already mentioned Monty Python And The Holy Grail never shied away from disturbing
or mature imagery when it was thought necessary. LucasArts’ obsessive
fixation on comedy and humor did render them a good service for those fans
who thought that the worst thing about a computer game was when it took
itself too seriously; but the complete elimination of any sense of darkness
or danger — and remember, you couldn’t even die properly in a LucasArts game! — sometimes made playing the
games into too much of a haughty-giggly affair, leaving no space for tension
and decreasing immersion. Monkey
Island 2 is one of the few LucasArts games that is willing to open a tiny
window and let in some darkness and suspense — precisely the kind of thing
that, for instance, had earlier made Sierra’s Leisure Suit Larry 2 stand out a little from the other games of
the series by cleverly combining smut and humor with suspense. Of course, none of that is done at the
expense of the humor — and while we’re on that, let me state another
important point: Monkey Island 2
builds most of its reputation on original
humor, rather than recycled jokes and running gags from the first game
(something that really really bugs me about the post-Gilbert sequels). There
are a few lines that have been inherited from Secret ("I’m Guybrush Threepwood, a mighty pirate!" and
"Look behind you, a three-headed monkey!" among them), but they are
not overdone and just play their part of faithful shaken-not-stirred-style
tags. But there are tons of new characters with new jokes to crack; there are
useless hilarious little rituals to partake of (you have not lived if you
have not played the "100 bottles of beer on the wall" game!); and
while the end game may be laying on the Star
Wars worship a bit too thick (I
guess they were just happy they had no legal limits to the amount of stuff
they could quote), this is, in a way, just an unsubtle hint at the already
suggested Empire Strikes Back-style
nature of the game. All in all, Monkey
Island 2 continues to be a triumph of insane imagination. |
||||
Technical features Note: As was the case with Secret Of Monkey Island, the following section will cover (and,
where necessary, compare) both the original 1990 edition of the game and the
2010 Special Edition. Once again, no separate review for the remake is
necessary, since it changes nothing in the base game but rather just provides
a complete overhaul of its visuals, sound, and gameplay interface. |
||||
Graphics Truth be told, with but a
few very special exceptions the main strengths of LucasArts rarely lay in their
visual art technique, and Monkey Island
2 is no exception. Despite some pretty serious changes that took place in
between Secret and Revenge — such as fully completing
the shift from 16-color EGA to 256-color VGA and implementing the procedure
of scanning manually painted images — I cannot say that the second game looks
as drastically different from the first one as, say, Sierra’s VGA-era games
look from their EGA era, or even that the differences are necessarily for the
better. The ability to use more
colors, experiment with higher resolutions, and rely on hand-drawn material
certainly adds to the density of detail: the screens of Secret were relatively sparse, while the various interiors of
Monkey Island 2 (and some of the exteriors) have a lot more going on. But in
that particular age, «more» did not necessarily mean «better»: the various
shops on Booty Island, for instance, end up cluttered and messy, with the
hand-painted style not converting ideally to VGA resolutions. Some of this is
technically explainable by the fact that they still had to cram all the
images into about two-thirds of the screen’s regular size, in order to leave
necessary space for all the interface (more on that below) — an unfortunate
limitation that could have been avoided by redesigning the gameplay, but was not avoided, probably because Gilbert
and Co. were so proud of having invented that style in the first place. Arguably the most
impressive improvements were achieved with the animated sprites. These were
now able to be developed in far more detail, with more fluent movements and
facial gestures; the upscaled Guybrush now also looked plumpier, beardier,
and somewhat more mischievous than the short-pants teenage kid in the first
game. And special praise goes to whoever designed the image of LeChuck: the
sight of the green-faced, red-eyed, heavily bearded, spit-throwing monster
was far creepier than the authentically «ghostly» silhouette of the first
game, and contributed heavily to the already mentioned darker atmosphere. That said, I beg pardon
from all the purists by admitting that, even though I should have been
properly ruled by nostalgia at this point, I still far prefer the re-drawn
Special Edition version of Monkey
Island 2. Just like the first game in the series, it was a faithful
graphic recreation of all the backdrops, foregrounds, and minor details from
the original game — obviously, with some stylistic changes that veteran fans
did not always appreciate, but without ever losing the spirit of the original
renderings. Had the old images represented some sort of fabulous graphic art
breakthrough or featured a totally unique style, I would have had second
thoughts; as it is, I am not sorry to say that with the new graphics, the
game has become better playable even for those players who, like me, are always
ready to appreciate first-rate EGA/VGA art from the good old days. Most importantly, the new,
re-drawn Guybrush has never looked more smashingly dashing than he does in
the Special Edition: gone is the rather creepily fish-eyed, scrawny kid from Secret, replaced by a fashionably
clad wannabe swashbuckler with appropriate body weight and, occasionally, a
properly tricky glint in his eyes. This is probably my favorite version of
the guy, and it is too bad that they’d only come up with it for the very last
product to feature Guybrush Threepwood
as a protagonist (even the TellTale sequel Tales Of Monkey Island came out one year earlier, and I
definitely do not like the way GT was portrayed there). One major flaw of the
game’s graphic design as compared to the original was the near-total lack of
close-ups (I think the only one in the entire game is that of Governor Phatt
in his bed). Why they decided to omit it, despite having a larger budget and
all, is unclear: I would certainly have loved to see Elaine or LeChuck up
close at least once or twice. It sort of fits into this pet conception of
mine that graphic art was not a major priority at the time; unfortunately,
this also means that the remake had to follow suit in order to remain loyal
to the original (actually, they could not change anything because, like the
first game, the Special Edition always allows you to switch between the old
and the new graphic styles in one click, with a one-to-one correlation in all
cases). Then again, some people were allegedly not too happy with the
close-ups in Secret, insisting
that they did not match well with the regular sprites — so, perhaps, it was
thought that close-ups could ruin immersion rather than enhance it. Wouldn’t
be my way of thinking, but then I
am not Ron Gilbert (and thank God for that). |
||||
Sound For the second game in the
series, Michael Land was retained as principal composer, with two more
assistant composers at his side, and the result is cozily predictable — yet
another Caribbean-influenced soundtrack, nice tunes with calypso, ska, and
reggae influences which serve their purpose but are rarely memorable on their
own, except for the main theme tunes which were carried over from the first
game anyway (e.g. the Monkey Island theme and LeChuck’s gruesomely carnivalesque
theme). Due to the increased darkness of the game, there are a few
spookier-sounding-than-usual themes (in the Voodoo Lady’s swamp, at the
cemetery, etc.), but since this is still a funny sort of darkness, the themes
are correspondingly vaudevillian, better suited for a phantasmagoric show
than a chilly supernatural thriller. And that is probably the way it should
be. In terms of music, Monkey Island 2 is probably
specifically remembered for incorporating the «iMUSE» (Interactive Music
Streaming Engine — years before the i- in the Apple products, for that
matter!) system, an innovative approach to integrate the various musical
tracks in the game. Before that, the typical scheme was that when you moved
from one location to another, one track would simply be abruptly cut off and
another would begin playing in its place; at best, in order to make things
less jarring, the first track could be quickly faded out and the next one be
faded in. Land and Peter McConnell instead tweaked the system so that the tracks
would seamlessly merge with each other, giving the first one an abrupt, but
natural ending flourish from which the next one would then emerge. This
creates an aurally pleasing continuity and lets you experience a smoothly
flowing, never ever interrupted musical background. That said, for all the
revolutionary nature of iMUSE I could hardly call it an emotionally rewarding
achievement — more like a quirky one, and there is a good reason why it never
became the video game industry’s default standart. Despite the increased
budget, Monkey Island 2 remained a
voiceless game upon release (other than a few sound effects here and there),
and the situation was only corrected with 2010’s Special Edition, for which, just
like for the previous game, almost the entire cast of Curse Of Monkey Island returned to provide their services.
Needless to say, with Dominic Armato reprising the role of Guybrush,
Alexandra Boyd the role of Elaine, and Earl Boen the role of LeChuck there is
hardly anything to complain about — and the new parts are generally just as
consistent (I am particularly happy with Roger Jackson finding the perfect
gluttonous pitch for Governor Phatt, and with Sally Clawson finding the
perfect you-go-girl pitch for Captain Kate Capsize). Perhaps the most seductive
feature of the Special Edition is that, unlike Secret, it actually lets you choose the old-school 1992 graphics
while leaving on the new soundtrack — almost creating the illusion that
Armato has been The Guybrush since 1992, when in reality his first take on
Threepwood’s character would only take place in 1997. Indeed, the new voice
soundtrack fits in with the old game so smoothly that it is pretty hard to
believe the original was not initially designed with voice acting in mind —
for instance, the game of «100 Bottles of Beer on the Wall» practically
screams for live singing and interrupting; and the "search your
feelings" dialog between Guybrush and LeChuck in the climactic
underground scene can only reach the threshold of genuine hilariousness when
it is done in proper Darth Vader / Luke fashion (I like how Armato does not
even forget to add the second, weaker "noo..." to the first big
one... we all remember that Luke actually says NO! twice, don’t we?). As
such, this is another argument that the Special Edition does not so much
reimagine or redefine the original game as it simply completes it, precisely the way it should have been completed in
1992, without «corrupting» the experience in some sort of bland 21st century
manner. Excellent work. |
||||
Interface The original game added a
tiny twist to the typical SCUMM interface — by slightly shortening the number
of available verbs to pick from (e.g. eliminating "turn on" and
"turn off" for their redundancy, and maybe also because options such
as "turn on Captain Kate" could be seen as really ambiguous) and using the freed-up space for a larger
inventory window in the bottom right corner, in which the actual objects were
now pictographic rather than just listed verbally (though, frankly, sometimes it would be
easier to properly identify an object by reading its name than by seeing its
pixelated contour). That’s pretty much all there is to it.
The Special Edition, just like it did for the first game, converted it all to
a full-fledged point-and-click experience, freeing up valuable space for
onscreen images and also correcting a relative inconvenience in Secret, where you had to alternate
between left- and right-clicking the mouse on the object to do different
things with it; now, whenever you click a hotspot, it immediately shows you
all the potential options to choose from ("look", "pick
up", etc.). Needless to say, this style eliminates the last chance at
actual choice that you had with several different verbs, but, let’s face it,
the damage was done with the elimination of the free parser: frankly, it does
not much matter if you get to choose from "use", "push",
and "pull" or if you just condense them all to a single
"interact with". Give me parser liberty or give me point-and-click
death, leave me alone with your insignificant little compromises. Overall, it does not matter much
because most of your troubles will come from the necessity of finding the
relevant objects and choosing the right ones, rather than figuring out what
precisely to do with them. There are occasional bits of trickiness — for
instance, in order to escape one particularly dire situation you need to time
your, um, expectorating strategy just right — but usually it is all very
straightforward. The storyline does not even involve any special «mini-games»
à la Insult Swordfighting of
the first game: everything here is strictly wit-based, no grinding or
repetition involved whatsoever (addition of these elements to the later
sequels, as a rule, tended to be quite controversial). |
||||
Verdict: This is the second most brilliantly
realised sequel to a video game that I’ve ever seen. It is a little sad that Monkey
Island 2 does not work fully
well on its own: without playing Secret
first, you will remain in the dark as to some of the in-game jokes and character
backstories. And, frankly speaking, any work of art with the number ‘2’
slapped on it screams to be a little underappreciated (with the exception of The Godfather 2). But then there is no
reason why you shouldn’t — and you should — simply take the first two games
together and treat them as a self-sufficient, cohesive, and dynamically
developing dilogy, growing ever more deep and intriguing, rather than more
boring and predictable, as the story gradually unwinds. The ensuing sequels,
good or bad as they were, were notably different from the vision of the
series’ creator — in my opinion, more strongly feeding upon the legend rather
than adding to it — but the second game was the one that expanded, perfected,
and essentially completed the basic «Monkey Island construction set», as well
as made it possible to think and theoretize about the game in almost serious
philosophical terms. (Not that I am demanding we all make good use of this
possibility: for all his awesomeness, Ron Gilbert is no Terry Gilliam, and if
he were, he would probably make his name somewhere other than the videogame
industry). As a brief addendum, I also must repeat that the 2010 Special Edition
of the game should be quoted as a textbook example of how to make classic old
games palatable for modern audiences without sacrificing their original flair
and spirit. With the modern and classic looks fully integrated with each
other, you can enjoy it as a museum history piece one moment and as a fully
relevant and enjoyable interactive adventure the next one. If there is one
thing that might seem «dated» about Monkey
Island 2, it is simply that recent times have not seen that much by way
of great comedy entertainment in plot-based video games, most of which now
take themselves way too seriously. So the only way to get out of this tight
spot is to look behind you, and catch a glimpse of that three-headed monkey
before they take it out of your Steam account. |