![]() ![]() This is an incredibly special game already - a benchmark for future adventure titles - made even more special for the current-generation player with new art, UI, sound, and voice acting. Memories of Secret of Money Island are cemented in my brain, and my original experience with the title is intertwined with my gamer soul. For me, this was the most important thing LucasArts could have done. Secret of Monkey Island: Special Edition’s upgrades and enhancements don’t change or otherwise spoil the core game (unless you like using hints). The last tier reveals a massive yellow arrow and the complete answer to whatever you’re currently doing. By pressing a button, the game will give up to three tiers of hints. It addresses them with a context-sensitive band-aid. The Special Edition does tackle these issues, but not with a fix. You need to use the universe’s logic, not your own. And it may take some time to figure out a puzzle. Most characters don’t guide you to the next task or share locations of important places - these things are left up to you to discover. Most findable quest items are strewn about the game’s landscape, carefully nestled in the most illogical corners. Secret of Monkey Island suffers from a variety of genre-specific issues. Once Guybrush and crew start talking to each other, instead of simply informing each other of things, it sounds just as fluid as the (excellent) stuff in Telltale Games’ “ Launch of the Screaming Narwhal.” But, that’s just the first hour or so of the game, where essentially the writers convey all of the information about the island, items, and basic components. The stiff lines are delivered mechanically with what I perceived as little inflection. This was a sore spot for me in the early game. A superb cast of talent speaks the exact text written into the game. The orchestration is full-bodied, no longer a MIDI. The action, usually a timed affair, requires the use of two different drop-down menus. It’s an intuitive system, but not a streamlined one, especially when navigating with a controller. Both are drop-down menus that require the use of a cursor. A new inventory system and verb system were created for the Special Edition.
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