Let’s rewind to E3 2009. I’m inside LucasArts’ conference room. I’m a few minutes early for the Star Wars: The Old Republic presentation. They have food and drink in both corners of the entrance. I’m told to help myself, but I can’t find anything that isn’t bloated with sugars and salt. I’m told to look around and watch a few games in action before the demonstration starts. I see a man dressed as a Stormtrooper leaning against a wall in the back center of the room. I approach him and ask if his feet hurt.
Then, out of the corner of my eye, I see two demonstration kiosks. One is for Telltale Games’ Tales of Monkey Island series. The other is for Secret of Monkey Island: Special Edition. I’m floored. Shocked. Dazzled. I listen to the presenter intently, consumed by a flurry of emotion. It’s like my dog came home after leaving the family for nineteen years. It’s amazing, one of those “I saw God’s face” kind of experiences.
And it’s finally here. On Wednesday morning, LucasArts’ Secret of Monkey Island: Special Edition released on Xbox LIVE Arcade. I was optimistic about the title. Would the enhancements change the core game for the worse? Or will they make it better?
Hit the break to find out in our full review.
Secret of Monkey Island: Special Edition (Steam, Xbox LIVE Arcade [reviewed])
Developer: LucasArts
Publisher: LucasArts
Released: July 15, 2009
MSRP: 800 Microsoft Banana Dollars, $9.99
A worn keyboard with a sludge-filled arrow key, swampy but responsive... An optical mouse with a scaly and slick, almost snakelike, mouse pad... An archaic OS with accompanying visual tree, bursting with brilliant blues and dazzling reds... These are the tools I used when I played Secret of Monkey Island the first time. And I loved it. Learned from it. Wished it would never end.
Now, here I am, playing Secret of Monkey Island: Special Edition with an ergonomic controller, watching the action unfold with an expensive television set roughly the width of my ragged, ancient computer desk. I can recline. I can lie down. And I still love it. I still wish the experience would never end.
What strikes me as special about Secret of Monkey Island: Special Edition isn’t the HD visual quality or widescreen capability. Nor is it the new voice-overs, interface or hand-drawn art. None of the new bells and whistles impress me as much as the sheer faithfulness of the port, the obvious attention paid to the fine detail. Secret of Monkey Island: Special Edition is Secret of Monkey Island: Floppy Disk or CD-ROM Edition. It is more dated than it is fresh, and my experience was better in spite of it.
The new additions -- that is, what makes the Special Edition special -- don’t alter the core game for better or worse. They are garnish on an otherwise delectable dish.
Secret of Monkey Island is an accessible point-and-click adventure title with genuine wit, a heaping of tacky humor and more than a few intelligent puzzles. In the game, you are Guybrush Threepwood, a simpleton who sets out on a mission to become a mighty pirate: the kind of man with a single eye and a knotty leg. The story starts small, but quickly mutates into an epic quest as Guybrush stumbles into Elaine Marley’s clutches and crosses the evil-undead-voodoo-cursed pirate LeChuck.
You may remember all of this from, say, nineteen years ago when you played the game with a cheap optical mouse and a keyboard with a swampy arrow key. So, let’s talk about main four new components: art, interface, music and voice-overs.
The new art is tasteful and solidly adheres to the original artists’ vision. Aside from the addition of atmospheric touches -- fluffy clouds, hulking ships, lush jungle foliage -- nothing has been critically altered. It feels like, oddly enough, that you’re playing Secret of Monkey Island, not an enhanced version. It’s a mark of perfection.
You can stare and play with the old visuals at any time with a button press.
A new inventory system and verb system were created for the Special Edition. Both are drop-down menus that require the use of a cursor. It’s an intuitive system, but not a streamlined one, especially when navigating with a controller. Combining items becomes a pain. The action, usually a timed affair, requires the use of two different drop-down menus. It can get messy.
The music has been given a facelift. The orchestration is full-bodied, no longer a MIDI. Voice acting has been added, as well. A superb cast of talent speaks the exact text written into the game. This was a sore spot for me in the early game. The stiff lines are delivered mechanically with what I perceived as little inflection. 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. 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.”
Secret of Monkey Island suffers from a variety of genre-specific issues. Most findable quest items are strewn about the game’s landscape, carefully nestled in the most illogical corners. 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. And it may take some time to figure out a puzzle. You need to use the universe’s logic, not your own. The Special Edition does tackle these issues, but not with a fix. It addresses them with a context-sensitive band-aid. By pressing a button, the game will give up to three tiers of hints. The last tier reveals a massive yellow arrow and the complete answer to whatever you’re currently doing.
Secret of Monkey Island: Special Edition’s upgrades and enhancements don’t change or otherwise spoil the core game (unless you like using hints). For me, this was the most important thing LucasArts could have done. Memories of Secret of Money Island are cemented in my brain, and my original experience with the title is intertwined with my gamer soul. 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. Don’t miss this.
Score: 9.5 -- Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title.)
Remakes suck.
As much as I love the series, I never actually completed the original (only got to Part 2, I believe), and so I am absolutely LOVING this remake.
I've been switching back and forth between the visual styles on practically every screen.
One of the best games ever. Great review, Brad!
Remakes rule.
AS for this one, SWEET MEAT
-the hint system is nice - it subtly tells you what you need to do (and for the people who need help-hit it again for a more detailed hint and so on..)
-I found the treasure portion of the 3 trials without even knowing (i didn't get the shovel yet)
-more future remake games need to go this route (old AND new school ON THE FLY,dammit.)
-demo/trial it today, it dosen't hurt to try
@Zeno - As for a "remake," I'm not sure if this qualifies. As I think I made plain in the review, this is Secret of Monkey Island. The new stuff works, but doesn't alter the core game.
Can we really rate mechanics that feel neither fresh or exciting as highly as this?
My question is not rhetorical, I would like to get some feedback. Is Nostalgia with games like this, MvC2, etc clouding our critique of video games? Or are these remakes worth as higher praise as SOMI??
There's hardly any bad here, even by modern standards. Genre-specific, of course.
Oh I know the chance is there, especially considering the adventure game Renaissance we are going through right now. I just thought I'd mention it in case anybody important at Lucas Arts was reading.
3 out of 5
work on your reviews guys. they suck.
Spoken like a guy that has absolutely no idea what he is talking about
1) This is not a money grab - considering how wary LucasArts have been about touching the adventure genre for the last 9 years, this is a complete change in attitude from them and it's due to the new director and many of their current employees being big fans of their back catalogue. If they wanted a moneygrab, they've got plenty of Star Wars left to milk. Just because YOU don't like the new art doesn't mean they have some sort of sinister motive for releasing the game. Plenty of people like the new graphics on the whole, myself included.
2) The animation is identical to the original game. It may be perceived as worse because of the higher level of detail in the art, but it's a frame for frame adaption.
3) Since this is the only way that you can buy the game except for perhaps on ebay and specialist sites, why wouldn't you encourage someone to buy it, especially because it INCLUDES the original version you hold so dear, and
4) Why on earth wouldn't you want to support this release and encourage LucasArts' new policy of embracing their old adventure games instead of completely ignoring them?
Seriously, even if you don't like the visuals you'd have to be a fool not to notice the faithfullness of the work they've put into it, the excellence of the re-done music, the fine, fine voice work and the little visual references that show a reverence that goes beyond what a so called 'moneygrab' would be. And this is coming from someone who has been playing these games since the start.
I lol'd
They see me trollin....
I have to keep using the hint system though :(
As for Monkey Island, I missed the original and was introduced to the series via Curse of MI...and this game just double my affection for Monkey Island.
LucasArts would be stupid not to start doing this to their other Adventure titles...I'm sure there are enough of us Adventure lovers out there who'd buy them and make it worthwhile for LA.
Grim Fandango:SE Retail Disc Plz LA =P
This game has a special place in my life, I was very young when I played it. So I had to get this remake.
It's good but personally I don't think it's as good a game as any of the QFGs. I chuckled at the insult come-backs but a lot of the time the humour seems almost...too forced. Like, it's so aware of how HILARIOUS it is. Fun though. I forgot how much I love adventure games.
LucasArts, I am now BEGGING for a similar remake of the following:
The Grim Fandango
Full Throttle
Yeah, this is pretty fantastic.
The main drive for playing these games has always been the story and dialogue. On this front, the only possible pitfall would have been adding voice work. The casting worked out well, especially with fan favourite Dominic Armato voicing Guybrush once more. It's a testament to the great quality of writing on display that these rather old games still work so damn well. They certainly don't make them like they used to, and that's definitely a bad thing.
The art is ok, not great..
The remake is a great way to get new players to experience a great game, but for the people who played the original it's just not worth, bad controls and the changes in the character design play against an overall good game. ( I would love to see the remake done in the style of the original cover of the game not this "cool" look that the game have now )
Im old .... :(
I'd say the Character design was done to fit in with the Curse of Monkey Island style of Art, which leads me to believe that if this meets LucasArts sales requirements, we'll see the rest of the MI Series release on XBLA...well at least 2 and 3...Dont know if 4 would fit the size requirements.
But yeah, I've always preferred the Cartoonish Artstyle of Curse and think it fits more with the Feel of Monkey Island...