Tales of Monkey Island: Launch of the Screaming Narwhal Review

7 07 2009

MI1

There can only be one of two reasons why you’ve come to hunt out opinion on the first episode of Tales of Monkey Island. Either you’re worried that one of your favourite adventure gaming series is about to be dug up from its beautiful grave and repeatedly pummeled by a relatively new point-and-click studio, or you’ve heard stories of the great Guybrush Threepwood but never ventured into his world, and with this new title you’ve decided hey, why not start here?

I mean, it’s not feasible that you’ve never heard of the Monkey Island series.

Either way, let me begin by putting your mind at rest. I too was a little worried about how Telltale Games would handle Guybrush, LeChuck et al, so it gives me great relief to be able to praise their work and say straight out that Tales of Monkey Island: Launch of the Screaming Narwhal is a lovingly nostalgic affair simply brimming with everything we came to love about the MI series.

MI3
It shouldn’t really be at all surprising, considering that the development was headed by Dave Grossman, who worked on the original two Monkey Island games. Ron Gilbert, again a designer on the original games, was also involved and you can really feel it. The jokes are witty, sometimes even laugh-out-loudable and the situations are ridiculously brilliant. They’ve even dragged back the voice actors from The Curse of Monkey Island! It’s a Monkey Island lover’s dream come true.

The story is set a while after the conclusion of Escape From Monkey Island, but has been written in a way that it is freely accessible by both veteran and pirate-wannabe alike. All you need to know is this – Guybrush and Elaine are married, LeChuck is still trying to take Elaine as his wife, and both LeChuck and Guybrush are still as incompetent as ever.

Gameplay-wise, it plays out a lot like the fourth in the series. The transition to 3D in the fourth title received mixed opinions, but overall it seemed to work pretty well. Telltale have taken that original system and stuck their own tried-and-tested method in for good measure. Control of Guybrush is achieved either through the directional keys on your keyboard, or by grabbing him with the mouse and pulling in the direction you want him to go. The state of interaction, however, is solely the work of Telltale and is carried out simply with a click of the mouse. Guybrush will automatically decide whether to examine, pick up, talk or eat something.

MI2
Another new idea comes from the inventory screen. Combining two items is nothing new, but now players must select the two items and put them into some sort of fusing implement. Not exactly breakthrough, but it seems like an odd addition to a seemingly simple idea. Still, knowing that Guybrush keeps everything he collects in his pants is sure to spark some reminiscent smiles.

I’ve really warmed to the idea of having separate episodes, too. Initially, like many others I’m sure, I simply didn’t see the point. Were Telltale releasing Guybrush’s next adventure in pieces just because that’s what they’ve done with all their past titles? If that was the case, I hated the idea. Having now played through the first chapter, I am still no closer to knowing exactly why they did it, but I can honestly say that it works like a charm. Any Monkey Island fan will know that each game is split into chapters with a title and the famous ditty to accompany each. All Telltale have done is split these chapters up and sell them individually. It’s actually pretty clever when you think about it. I mean, I definitely want to play the next one, so the job is done on me.

This method of releasing each chapter separately works in a different way too. In this first chapter, Guybrush meets a few past faces, but not many. This in turn makes me look forward to the characters I could potentially be meeting within the future releases. Here’s hoping Murray features in the next one – and let’s not forget Stan. Just imagining Telltale’s take on these characters is enough to make me long for the rest of the story.

MI4
Graphically it’s all very much on a par with the rest of Telltale’s past work. They definitely have an art style which sears through all their work – not exactly what you’d call next generation, but at the same time no-one would venture so far as to say it’s ugly looking. Sure, they stuck a goatee on Guybrush and in areas there are more edges than are needed, but the world of Monkey Island really feels at home with the comic look and bright colours.

Now, one of the main concerns about Escape from Monkey Island was how some of the puzzles were extremely random and left you wondering ‘How on EARTH was I meant to work that out?’. Launch of the Screaming Narwhal’s puzzles feel like the love-child of all four titles combined. There’s bits from all of them in there, from Escape’s ‘getting lost in a maze unless you follow the right path’ to the second title’s learning a passcode to enter a door. All this mixed with the numerous references to past games makes for an extremely nostalgic journey which isn’t at all too vague to cut out the newbies. In general, however, the puzzles are a lot easier to figure out than the rest of the series. As long as you’ve grabbed every item and held every conversation possible, the answer is usually just a click away.

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But you know what? That didn’t seem to matter. I completed the first chapter over the course of one evening and, while shorter than I’m accustomed too from a MI title, I enjoyed every moment of it. Tales of Monkey Island feels like a series which has got it’s mojo back. It’s clever, witty, charming and, most importantly, an answer to the critics. As long as Telltale keep this up for the next four releases, this series is exactly what they needed to launch their little company into the mainstream.

Tales of Monkey Island: Launch of the Screaming Narwhal is available July 7th 2009 from the Telltale Games site.

[This review can also be found over on Steamfriends].





Proof That I’m a Very Backwards Being: qmuHS

21 06 2009

qmuhS

I made a game :) It was for the Klik of the Month Klub. You can find it over on Glorious Trainwrecks.

It’s called qmuHS, because it’s a backwards Shump. Clever eh?… no, not really.

You start at the end of the game and make your way back to the beginning. Everything is backwards – you’re flying backwards, enemies are dead and become alive when you shoot them, your lazers come from afar and plant themselves in your guns, all the music and samples are backwards, score and health are backwards… everything!

Arrow keys to move, Space to ’shoot’. Have fun :)

(BTW: If you don’t have the dll file that it needs, just go to http://www.dll-files.com/ and find it there :) It’s because I used The Games Factory rather than KNP)

DIRECT LINK: http://www.glorioustrainwrecks.com/files/qmuHS.zip





My Works In Progress

22 05 2009

silentdisco

I’ve been writing for IndieGames for over 3 months now and I’m enjoying it immensely. The quality of the games I’ve played has been, on the whole, amazing and the developers I’ve talked to have been nothing short of fascinating.

Terry Cavanagh in particular, creator of such games as Pathways and Don’t Look Back, got me thinking about the good old days when I used to make crappy game after crappy game as a teenager. This sparked off something that made me want to try it all over again. So here I go – here’s some concepts I’ve got on the go.

Silent Disco
Screenshot above is from Silent Disco, a game about visiting… a silent disco. It’s a game about feeling like you are in a world of trouble, yet no-one around seems to even notice.
employmentEmployment
I decided I wanted to have a crack at creating my own Match-3 game… but then I remembered that there are already a trillion Match-3 clones out there. With Employment, my goal is to create a Match-3 style game which is at least a bit innovative.

The game is set in a job centre and applicants enter through the doors looking for a job. Each type of person can only apply for a single type of job – e.g. the firemen-wannabes to be firemen etc. All these little people scurry around the job centre looking for work, and it is your job to find them a job by selecting one from the bottom of the screen, holding your circle over the number of applicants required (e.g. 3 firemen) and clicking to employ.

Abilities will make grabbing one type of worker more easy. For example, the player can use some experience points to start a fire in the job centre, which nearby firemen will rush to put out. Fires will, however, burn to death any other worker, so a balance must be found. Overflowing the job centre with applicants will give a game over.

poweroflovePower of Love
I loved the idea of making a game which was more of an interactive story (both Terry and developer increpare worked together on a title called Judith which fits this bill), so I wondered what it would be like to create a interactive story based on song lyrics. Power of Love is based on a song of the same name by the band White Lies and is my take on what the lyrics would be like in game form. The majority of the game is text-based, but there are little interesting things to do now and again and a puzzling story to work your way through.

So I’m working on all three of these games at the moment. I enjoy working on more than one title at a time, as when I begin to get a little bored of one, I can move onto the next and go back to it a bit later on.

I’m not sure when I will have any of them finished, but I hope to have something to show sometime soon :) I will of course post updates as they progress.





I’m Migrating! See You Over at IndieGames.com

6 02 2009

istoig

Dry your eyes, my child. This is not the end. It is merely… the beginning

OK enough with the storybook talk. I was contacted by the chairman of the IGF a couple of days ago and asked if I’d move over to IndieGames.com and write for them instead. I clearly jumped on the idea, because I’m a big, fat sellout.

No! I’m not a sellout. You see, I set up Independently Speaking because I wanted to spread news of indie games which aren’t getting as much coverage as they should to as wide an audience as possible. While IS definitely spread the word a little, IndieGames attracts a rather larger amount of traffic and therefore the chances of spreading ANYTHING are just slightly higher.

So if you’ve been an avid IS fan, now is the time to migrate with me (although the majority of you most likely already read IndieGames) – I’ll be posting everyday on the IndieGames Blog. Have no fear, readers, I will continue to post exactly how I have been – just in a different place.

As for Independently Speaking, I’m not 100% sure what to do with it yet, but I’m considering keeping it as my own personal blog so I can track all the goings on in my indiegame-driven life.

See you on the other side.





Eurogamer Trawl Through the IGF Finalists

4 02 2009

dyson

While I’ve been killing time nitpicking my way through the IGF Student Showcase finalists, Eurogamer have gone the full length and powered their way through the entire IGF list.

Jim Rossignol from Eurogamer has posted a full roundup, explaining what he thinks about all the contenders. It would appear that he has a favourite in Dyson (screenshot above), which you can try for yourself over at the Dyson site.

Go read it now – it’s interesting stuff.





McMillen Names New Game ‘Spewer’

4 02 2009

spewer1

You’d think Mr. McMillen has enough games on the go to worry about, but apparently not.

To be released in March, his next flash-based project has been given the name ‘Spewer’, a lovely title (and clearly a charming game, if the screenshot below is anything to go by). McMillen describes this latest flash-tastic as ‘a lot more in depth then the other flash games ive released recently’.

Oh, and the guy above? His name is ‘Dr. Cool’. Yep, we’re in for another weird one.

spewer2





IndieCade Dates Announced

4 02 2009

indiecade2

Dates for this year’s IndieCade gatherings have been posted up on the official IndieCade site.

IndieCade provides developeres with a means of getting their games out there for both potential buyers and gamers alike, while allowing players to check out all the new offerings and undiscovered talent.

The dates for this year are as follows:

IndieCade @ E3
June 2 – 5, 2009
Los Angeles, CA

IndieCade @ SIGGRAPH
August 5 – 7, 2009
New Orleans, LA

IndieCade 2009 Festival
October 1 – 10, 2009

IndieCade Europe @ GameCity
October 26-30, 2009

I’ll pretty sure I’ll be checking out the Gamecity IndieCade when the time comes, so of course you can expect Independently Speaking to report back on all the goings-on.

Head over to the IndieCade site now and check it out.