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Studio: |
LucasArts |
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Designer(s): |
Ron
Gilbert / Dave Grossman / Tim Schafer |
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Part of series: |
Monkey
Island |
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Release: |
October 1990 (original) / July 15, 2009 (remake) |
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Main credits: |
Graphic Art: Steve Purcell, Mark Ferrari, Mike Ebert, Martin
Cameron Music: Michael Land, Patrick Mundy |
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Useful links: |
Complete
playthrough (Special Edition only;
5 parts, 260 mins.) |
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Basic Overview My name’s Guybrush Threepwood, and I want to be a pirate. There is a faint chance
that you might have heard this line from somewhere even if you are 18 years
old and your mom hadn’t even hit puberty when The Secret Of Monkey Island hit the market back in 1990. Because,
although the Monkey Island titles
may not be among the most inventive, the most profound, or the most
revolutionary games in the LucasArts store — such games as Day Of The Tentacle, Grim Fandango, or even Loom have them solidly beat in many
different respects — somehow ultimately it is Guybrush Threepwood who has
emerged victorious as the primary mascot of LucasArts, if not classic
adventure gaming in general. He is the ultimate lovable anti-hero, the
exemplary trickster without a cause, the embodiment of pure, unadulterated
zaniness which transcends both parody and satire and veers off into the same
uncharted territories as Monty Python. He is the reason why generations of
adventure game players still burn with nostalgia for some of those old times,
and are happy as heck whenever they succeed in passing a bit of that spark to
their younger offspring. And, being way larger than a pirate’s life, he also
bears a bit of responsibility for the demise of the genre... but all in due
course, mates. Conceived around 1988 by Ron Gilbert,
the main genius behind most of the early LucasArts classics, Monkey Island was originally intended
to be LucasArts’ stereotypical game with a pirate theme — largely to indulge
Gilbert’s childhood love for Pirates Of
The Caribbean (not the movie, which did not exist as of yet, but rather
the amusement park). But Gilbert’s weirdly warped mind simply refused to
process reality with realism, meaning that if you hoped and aspired for an
actual pirate game, you should have rather been knocking on Sid Meier’s door.
Instead, Gilbert produced an «anti-pirate» game, one that ended up
anachronistically merging perfectly modern attitudes with an allegedly
17th-century setting, and lampooning both with an equally irreverent verve. Above everything else, though, it gave
adventure gaming its very first protagonist to form a special, intimate bond
with you, the player. It is true
that playable characters in most LucasArts games specialized in breaking the
fourth wall from the very beginning, but Guybrush Threepwood did this with a
particular flair, and had more depth (and width, and height) to him than,
say, Zak McCracken or even Indiana Jones. A little nerdy, a little naïve,
moderately sharp-tongued, and clearly a romantic teenager at heart, he was
pretty much the perfect PC for the geeky young adventure gamer of the early
1990s; and unlike many other characters, he managed to carry his charisma
pretty much intact into the more modern gaming eras. Of course, it is
difficult to imagine a game like Secret
Of Monkey Island being made today (unless we’re talking about the
ivory-tower based indie adventure community), but it is not difficult to
imagine a game like that still being played and admired today, as it
admirably navigates past all the sensitive topics and still manages to be
witty and funny. |
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Content evaluation |
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Plotline Boiled down to its essence,
the story that Gilbert and Co. told us in The Secret Of Monkey Island is, well, fairly standard Pirates of the Caribbean Disney type
material. A young man dreams of becoming a pirate, goes through several
challenging trials to prove his worth, meets and falls in love with a
beautiful damsel along the way, and goes on to rescue her from the competing
hands of an evil ghost pirate, assembling a loyal crew and following the
kidnapper almost to the end of the world. What’s new? Nothing, except that
the young man’s name is Guybrush (legend states that guy.brush was the original name for the character’s sprite file),
the trials are as ridiculous as they come, the damsel makes it clear that her
rescuer is actually in bigger distress than she is, the loyal crew does not
even lift a finger to help their captain, and the evil ghost pirate is
overcome with... a bottle of root beer, more or less. In other words, the game’s plot is
thoroughly protected from being moth-eaten by clichés of the
swashbuckler genre because it thrives and feeds on those clichés,
ridiculing and inverting them at every step — which is, of course, the game’s
very reason for existence. Arguably the most fondly remembered and often
quoted example of that is the trial of sword fighting, in which Guybrush
learns that the most important part of the fight is not the physical mastery
of your weapon, but the intellectual mastery of the art of proper taunting (soon you’ll be wearing my sword like a
shish kebab!). Of course, the authors got that idea from classic Errol
Flynn movies, where it was hovering around, just waiting to be picked up, but
they did pick it up and successfully ran with it. Likewise, many a movie had
previously exploited the theme of having the protagonist Assembling A Team
only to find out that he could probably stand a better chance if he pulled
the job off on his own — but only in Secret
is that idea carried to its glorious conclusion, where you have to spend a
good third of the game putting together a mish-mash team of a bunch of
deadbeats, only to immediately realize that their only function on your ship
is that of heavy ballast. (Which is why I always end up sinking the ship
after landing on Monkey Island — it’s just so deeply satisfying). However, simply inverting
clichés is only half of the masterplan: the other half, in true Monty
Python spirit, is to fill the game up with all sorts of delightful
anachronisms, which fulfill the double function of making you laugh and
bringing the atmosphere of the game more in touch with the modern spirit (or,
more accurately, with the post-modern
spirit). This involves both specific situations (for instance, digging up
T-shirts instead of more conventional «treasure») and specific characters
(such as Stan the ship salesman, modeled after every annoying salesman in
comedy movies from all time). The (semi-)rational explanation for why
Guybrush Threepwood keeps acting like a present day teenage nerd rather than
the expected cousin of Jim Hawkins would only appear in Monkey Island 2, but the genre as such does not really require an
explanation: don’t think it over, just enjoy the overall goofiness. Being the very first game in the
series, and produced at a relatively early stage in LucasArts history, Secret does suffer from being a bit
short. Except for Guybrush himself, each character, including the love
interest Governor Elaine Marley and the arch-enemy Ghost Pirate LeChuck, gets
a very limited amount of screen time and only a small handful of dialog
lines, making them rather two-dimensional (thankfully, this flaw would be
largely rectified in the next game): LeChuck is just your stereotypical
cartoonish evil guy, Elaine is your stereotypical strong female character,
and everybody else is usually reduced to a single function (salesman Stan’s
is to annoy the hell out of you with his endless yapping, lonely pirate
Meathook’s is to demonstrate the effects of traumatic experience on the
swashbuckler’s unstable mentality, etc.). But to condemn the game for such
limitations is like condemning a 16th century novel for not showing the
psychological depths of a 19th century one — Secret Of Monkey Island should be compared to what came before it, not after it, and which computer game before it happened to have a
protagonist whose chief talent was holding his breath for ten minutes, and
who would be told that "to be a pirate, ye must be a foul-smelling,
grog-swivelling pig"? |
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Puzzles Despite all the humor and whackiness
and stereotype inversions, Secret Of
Monkey Island is still first and foremost a classic adventure game, and
this means heavy emphasis on puzzles — for each heartfelt outburst of
laughter you will experience many, many minutes of figuring out where to go
next and which outrageous combination of objects should be produced to solve
the next challenge. In a well-advertised «anti-Sierra» move, Gilbert does
take pity on the players by completely wiping out the option of being able to
die and any possible deadlocks resulting
from taking a wrong turn or wasting a precious object at some earlier point
in the game, completely eliminating the need for constant saves and restores.
However, this comes at the expense of thinking up fairly harsh puzzles — and
in a game where logic is Pythonesque and imagination runs wild, this can
easily translate into hours of frustration (could, that is, in the pre-Internet-walkthrough era). That said, compared to even the second Monkey Island game, Secret is relatively forgiving in
that respect: there are fewer locations to turn to, fewer objects to roam
for, and somewhat less outrageous solutions to come up with (yes I’m looking
at you, stupid «monkey wrench» puzzle!). In fact, the game even has a
hilarious send up of such outrageous solutions — at one point in the
storyline, you end up losing control of Guybrush as he takes things into his
own little AI hands and performs a set of actions such as «give stylish
confetti to heavily-armed clown» and «push tremendous dangerous-looking yak»,
which probably parody classic text adventure games even more than late
Eighties Sierra or LucasArts, but are still hilarious all the same. As for the actual puzzles, most of them
still fall under the «find objects A and B and combine them into object C to
use on object D» category, and follow their own, slightly warped, but
ultimately understandable and often even predictable Monkey Island logic.
Sometimes you might find yourself stuck due to a timing requirement, but just
as often the game is willing to bluff you into dreading a real murderous
challenge when the answer is far more obvious (like the situation where
Guybrush has to confront Meathook’s deadly parrot). The honor of best design should
probably go to the insult sword fight challenge — it is not much of a
«puzzle» per se as soon as you figure out what to do, which is essentially
just to fight a bunch of pirates one by one until you memorize all the proper
«ripostes», but the best part is the final fight with Carla the swordmaster,
where you have to match all your collected answers to questions that are different from the original ones:
presumably a big surprise for all new players, and a nice as heck example of
the linguistic prowess of LucasArts’ dialog writers. Actually, special
mention must be made of the dialog capacities of the game — Secret was one of the very first
games to not only introduce the option of giving out different answers during
a conversation, but also sometimes, though still very occasionally, to have
different answers cause different outcomes: some of the puzzles are, in fact,
dependent on that, like haggling with Stan over the boat price. |
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Atmosphere As in most LucasArts games,
this is primarily what we came here for.
More than about the plot, the puzzles, or the visuals, the game is really all
about the dialog. From the very first bits in the intro — "so you want
to be a pirate, eh? You look more like a flooring inspector!" — and down
to the very last bits in the outro — "at least I learned something from
all of this... never pay more than 20 bucks for a computer game!", you
know you want to click on everything and everyone just to hear what these
absurd projections of post-modern conscience into the quasi-17th century have
to say to you. The humor is piled on so thickly that even if, at some point,
the game does seem to want to scare you (particularly in the last part, when
you are walking through mushroom-infested psychedelic-inferno corridors to
find LeChuck’s ship), it still fails ("I had a feeling that in hell
there would be mushrooms", Guybrush sighs upon entering the place,
reflecting Gilbert’s alleged mycophobia). Well, actually, forget that, there is no point at which the game can
scare you unless you are 10 years old at max and ghost pirates make you want
to jump under your pillow. That said, if seen from a slightly
different angle, the humor of Monkey
Island can be seen as almost as much of a curse as it is a blessing.
Other than the childishly innocent (and occasionally childishly mischievous)
Guybrush himself, the only «sympathetic» character in the game is his
spontaneous love interest, Governor Marley, and she only gets a grand total
of two (three, if you’re lucky and did your quests in the right order) scenes
in the entire game. Everybody else, from the strictly-business Voodoo Lady
and down to the whiny, but pragmatic shipwreck survivor Herman Toothrot, is
only here for the laughs, no third dimension necessary to any of these
characters. This is not a tragedy by any means, but it clearly shows why the
game (along with all of its sequels) ultimately feels so slight next to
something like Grim Fandango,
where the characters would be just as funny but managed to have a modicum of
soul to them as well. Needless to say, if you ever came here
in hopes of taking a digital whiff of the actual Caribbean spirit, you were
deeply mistaken — there is even less of that in this than in the Pirates Of The Caribbean franchise
which inspired the whole shenanigan, and quite intentionally so. The
characters look, act, walk, and talk as if they were all clones of Robin
Williams doing 17th century cosplay, around locations which look more like a
joyride than an actual set of islands in the Caribbean. Had the game
designers opted to put Guybrush in the Wild West instead, or the Roman
Empire, or any other mythologized quasi-historical setting, they only had to
change a few backdrops, a couple of names, and a batch of jargon — the only
function of the whole «pirate» theme here is to actually provide a theme,
much like with the Arthurian setting in Monty Python’s Holy Grail. And, of course, there is absolutely nothing wrong
with that as long as the witty jokes keep coming. |
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Technical features Note: The following section will cover (and, where
necessary, compare) both the original 1990 edition of the game and the 2009
Special Edition. 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. |
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Graphics With so much emphasis on
the humor and general oddity, it is perhaps no surprise that the graphics in
the original game were not all that impressive — putting it mildly. For 1990,
the year when Sierra On-Line once again turned the tables with its transition
to full-fledged VGA, the quality of Secret’s
pictures looked downright antiquated even back then. The backdrops are rather
crude, detalization is kept to an austere minimum, and character sprites are
just large enough to look primitively grotesque, but not too large to look hilariously
grotesque (as in, say, Maniac Mansion
with their giantly disproportionate heads and all). In short, the graphic
aspect is suitably picturesque and serves the purpose fairly well, but a good
example of 1990’s digital artistry it is not. One curious exception to
the rule are the close-up shots of characters’ faces, starting right from the
sly, sleazy, heavily bearded old pirate Mancomb Seepgood and ending with
Elaine Marley, the love of Guybrush’s eccentric life. The original EGA
paintings by Steve Purcell were quite vivid and made good use of the limited
color palette, but it is the redrawn 256-color VGA images by Iain McCaig that
really made all the difference — the textures, the lighting, the shading, the
almost photorealistic level of detail. In fact, the faces were so realistic
that for some fans, it almost broke the immersion, detracting from the
overall goofiness, which is probably why the whole thing was scrapped once it
came to the Special Edition. And speaking of the 2009
Special Edition, this is where things really got good (as they did with
pretty much all of the LucasArts remasters, to be fair). Instead of doing
some silly thing like going 3D, the artists preserved a bit of the crudeness
of the original, but now they made it look like a feature rather than a bug —
in other words, the 2009 remaster looks all crooked, jagged, twisted, and
ever so slightly impressionistic like the overall psychological atmosphere of
the game. The characters’ faces in close-ups now look far more cartoonish, but
not old school Disney-like cartoonish as in Curse Of Monkey Island; instead, everybody receives the «angular»
treatment, which makes most of the faces look like high-class wood carvings
or something, which is weird, and weird is always good for this game. Arguably the only
«miscasting» decision made in the Special Edition concerns Guybrush himself.
In the original game, he was a rather short, pudgy, chubby little guy with a
(presumably) mischievous stare. In the SE, however, they probably tried to
match him up better with his long and lanky avatar in Curse Of Monkey Island, and the result is a thin, spiderish
sprite with frightened, deep-sunken eyes who kinda looks like he’d just
recently been liberated from Auschwitz. It is true that most NPCs in the remade version (with the exception of Meathook)
could stand gaining a little weight, but I do keep catching myself wanting to
force-feed my Guybrush all the time when I should be looking for treasure
instead. (Special mention should be
made of how the Special Edition truly respects the original game by including
a mode that lets you revert to the original graphics and interface at any
time — providing a valuable history lesson for newbie fans while at the same
time soothing the hearts of the veterans. The only downside is that the voice
acting is not carried over to the original — something the developers would
correct for Monkey Island 2). |
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Sound This is where both the
original and the remade edition
have to be commended, for entirely different reasons. The original Secret Of Monkey Island happened to
be LucasArts’ first adventure game to feature a complete musical soundtrack,
playable in superior quality with a MIDI interface — as usual, in the
exciting Sierra On-Line vs. LucasArts race the latter kept running ahead in
terms of inventiveness and gameplay, but lagging behind when it came to
technical progress (budget, budget, budget!). Anyway, while the producers
still didn’t quite have the money to hire an established pro such as William
Goldstein (King’s Quest IV) or at
least a well-known name like Bob Siebenberg (Space Quest III), they settled on the next best thing — a Harvard
graduate by the name of Michael Land, well educated in both classical and
electronic music, who would go on to become LucasArts’ chief composer and
musical supervisor until the very end. Needless to say, he
probably would not have gone on to
become all that if his very first soundtrack hadn’t been such a masterpiece —
unquestionably the single best soundtrack in the entire series (if only
because all the other ones, one way or another, were derivative from it), and
one of the 2 or 3 best soundtracks in the history of the LucasArts studio in
general. Not only does it feature tons of catchy, inescapable, perennially
hummable melodies (above all, the classic Monkey Island Theme and the
grinning-carnivalesque LeChuck’s Theme), but its weirdass mixture of
quasi-Caribbean rhythms and instruments with slightly corny vaudeville hooks
fits the game’s general atmosphere to a tee. For instance, LeChuck’s Theme
has just a faint tinge of «ominousness» in its brass fanfare, just as the
Ghost Pirate LeChuck himself is supposed to be more of a buffoon than a real
threat. Meanwhile, Stan The Salesman’s Theme sounds like a parody of some
particularly obnoxious swaggy commercial — but played by the same phantom
pseudo-Caribbean orchestra, further adding to the sensual confusion. At the
same time, this is still a soundtrack: the most memorable themes, whisking
away your attention, occur only during encounters with the game’s characters
— the music that plays while you’re crawling through the jungle on
Mêlée or Monkey Island is more ambient in nature, enhancing your
crazy experience but never detracting from it. The Special Edition paid
proper homage to the soundtrack, re-recording everything (with live
instruments to boot!) and bringing audio quality up to fully modern
standards, also throwing up some additional SFX effects for good measure. But
the most important improvement, of course, is the addition of a fully voiced
soundtrack. Before that, the first fully voiced Monkey Island game was The
Curse Of The Monkey Island, a fantastic title in its own right but
seriously plagued by being chained to the game’s own mythology; the voice
acting was arguably its largest advantage over the two previous titles — and
now, with full voiceovers for the first game provided mostly by the same
actors who had already owned the characters in Curse, Secret Of Monkey
Island once again took center stage. Dominic Armato is the perfect Guybrush,
mixing innocence, arrogance, mischief, and hyper-activity like no one else
can; Earl Boen provides the perfectly cartoonish-evil voice for LeChuck;
Leilani Jones is the mysteriously cynical Voodoo Lady; and Alexandra Boyd was
finally able to provide some sassy character for Governor Marley (she only
got a few lines in 1997’s Curse,
what with being forced to spend most of the game in the form of a gold
statue). Everybody, including the minor characters, does a great job — and it
is arguably the voice acting, rather than the improved graphics, which now
make the Special Edition into the default version of the game, leaving the
original as more of a nostalgia package. |
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Interface The original Secret featured a fairly standard
version of the SCUMM interface: about a third of the screen was given over to
the command list (‘open’, ‘close’, ‘push’, ‘pull’, etc.) and the inventory
list, from both of which you could construct the required phrases using the
mouse or the cursor keys. The same space was used to display your dialog
options, from which you were supposed to choose the most useful one (or the
funniest one, which were quite often not the same thing). Pixel hunting was
obligatory as well, and with the graphics still not quite up to par, this
could sometimes be an unfortunate extra obstacle. The Special Edition
introduced some radical changes to the old design. The picture was expanded
to fill up the entire screen, while the main commands were now tied to the
mouse cursor — by tapping a keyboard shortcut or scrolling the mouse wheel,
you could change its shape to ‘open’, ‘close’, ‘push’, ‘give’ or whatever
else. A separate inventory window could now be opened up at will, rather than
having to scroll through text descriptions of the objects at the bottom of
the screen. Objectively, this completed transition to the point-and-click
style is better because it lets you see more of what is happening (though it
does not necessarily speed up the game, since you could use keyboard
shortcuts to select the necessary command in the original game as well);
subjectively, one can understand old veterans feel a little nostalgia for the
interface hub, but as conservative as I tend to be in these matters, there is
hardly anything I could come up with to defend it rationally. There is little to add
here, since the game is a «pure» adventure title and features no arcade /
action sequences whatsoever (in fact, one might argue that the whole
insult-based sword fight sequence is in itself a comic send-up of all digital
swordfight action à
la Sid Meier). There are some time-based actions where you have to be quick
(most notably, in the final battle against LeChuck), and there is a cool
psychedelic maze which turns out to be a pseudo-maze upon close inspection
(you cannot cross it without a navigator, and once you have your navigator,
it is no longer a true maze), but other than that, it’s just you and the
SCUMM interface all along. |
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Verdict:
Still a spirit-boosting
hoot after all those years The Secret Of Monkey
Island remains a bit of a mystery — it is a game that you
(probably) immensely enjoy while playing, but if you stop to think about why precisely you find it so
enjoyable, the answer might not come quickly, or it might not come at all. It
is clearly more than just a parody; a pure parody would never be so endearing
and cherishable. On the other hand, it is not exactly a masterpiece of the
post-modern approach — its primary audience, after all, was a teenage one
rather than an adult one, and there’s only so much witty cultural referencing
you can throw into something like this without confusing or boring your
target recipients. It does not make you care all that much about its
characters, does not offer all that much in the adrenaline thrill department,
does not provide any particular educational value... so why is it so awesome? The answer, perhaps, lies in some deep psychological area: one thing
that Secret did better than any
LucasArts game before it, heck, maybe any
game before it, is conveying that intangible spirit of total and utter
freedom and irreverence which we all crave often without even realising it.
Some formal boundaries were set here, but only to be broken at any time —
clichés busted on their asses, tropes overturned and inverted wherever
possible, genre rules ridiculed and scorned just because we can. Take a good
look back at the past 20 years or so and think on how many video games
produced in that timeframe have that absolute freedom of absurdist
story-telling that Monkey Island
delivers in spades — it is quite likely that you will see the gaming industry
moving away from that freedom rather than endorsing and developing it. In
fact, one could argue that even Monkey
Island itself eventually fell victim to the chain-setting trend, though
this is something that I would rather discuss in more detail in an upcoming
review of the third game in the series. Meanwhile, The Secret Of Monkey Island, despite being less polished and
detailed than its sequels, has the unbeatable benefit of setting its own
rules — or, rather, setting its own anti-rules — rather than following them.
And now that, in our modern age, we have been blessed with the appearance of
the Special Edition, fully updating the game’s technical side for the 21st
century player while managing to preserve and cherish the spirit of the
original product, there is no reason whatsoever to stay away from one of the
funniest games of all time unless you only play Animal Crossing or whatever. |