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Tales of Monkey Island
A misty scene at the bow of an Age of Sail ship. A man in an blue coat with blonde hair and a goatee beard holds an engraved cutlass above his head and raises his left hand, which is glowing unnaturally. Sitting on the ship's rail to the left is a red-haired woman in a purple tunic and black pantaloons, brandishing a saber. To the right is a monkey, smoking a pipe and holding a dagger in each hand.
Cover artwork by Steve Purcell
Developer(s)Telltale Games
Publisher(s)LucasArts
Director(s)Dave Grossman
Designer(s)Mark Darin
Michael Stemmle
Writer(s)Mark Darin
Michael Stemmle
Sean Vanaman
Composer(s)Michael Land
SeriesMonkey Island
EngineTelltale Tool
Platform(s)Windows, Wii, Mac OS, PlayStation 3
ReleaseWindows episodes
July 7, 2009[1]
December 8, 2009[2]
WiiWare episodes
Mac OS
February 11, 2010[7]
PlayStation Network
Genre(s)Graphic adventure
Mode(s)Single-player

Tales of Monkey Island is a 2009 graphic adventure video game developed by Telltale Games and LucasArts. It is the fifth game in the Monkey Island series; it follows-up Escape from Monkey Island, released nearly a decade earlier. Developed for Windows and the Wii console, the game was released between July and December 2009, in five episodic segments. In contrast to Telltale's previous episodic adventure games, whose chapters told discrete stories, each chapter of Tales of Monkey Island is part of an ongoing narrative. The game was initially distributed online through WiiWare and Telltale's own website, and was later released through Steam and Amazon.com. Ports for Mac OS X and the PlayStation Network were released several months after the game's final episode.

The game puts players in the role of pirate Guybrush Threepwood, whose attempt to destroy his nemesis, the undead pirate LeChuck, results in the release of a voodoo pox across the Gulf of Melange. With the assistance of his wife, Elaine Marley–Threepwood, Guybrush seeks out an artifact to cure the pox. The project was conceived in late 2008, due to renewed interest in adventure game development within LucasArts. It was developed concurrently with LucasArts' enhanced remake of the 1990 title The Secret of Monkey Island; LucasArts oversaw production of Tales of Monkey Island, and ensured that it matched the remake in certain areas, such as art direction. Production began in early 2009; franchise creator Ron Gilbert was involved in project planning, while development was led by Dave Grossman, who co-designed the first two Monkey Island games. The game's music was composed by Michael Land, and the core cast of The Curse of Monkey Island reprise their voice roles.

Tales of Monkey Island received generally positive reviews. Critics praised the game's story, writing, humor, voice acting and characterization; 1UP.com described Guybrush as Telltale's strongest and most expressive character yet. The game's music and graphics were also lauded. Complaints focused primarily on the perceived erratic quality of the game's puzzle design, a weak supporting cast in the early chapters, and the game's control system. Tales of Monkey Island garnered several industry awards, and is Telltale's most commercially successful project to date.

Gameplay

Like its predecessors, Tales of Monkey Island is a graphic adventure game. Assuming the role of protagonist Guybrush Threepwood, players explore 3D environments and solve puzzles.[9] These puzzles are traditional adventure game conundrums, wherein the player uses the environment, or items that have been collected and stored in the inventory, to accomplish goals.[9] In keeping with previous Monkey Island games, Tales of Monkey Island allows players to combine certain items in their inventory to create new items.[9][10]

The game world is explored with a PC keyboard and mouse, or with the Wii Nunchuk's analog stick.[9] Contrary to previous Telltale adventure games, the player holds and drags the mouse to move Guybrush, rather than pointing and clicking.[11] Like other Monkey Island games, Tales of Monkey Island is designed to prevent the player from meeting a dead-end, such as the death of the player character.[12] Each of the game's chapters is an estimated two to four hours in length, depending on the player's ability to solve the puzzles.[9] A hint system is in place to assist struggling players.[9]

The first chapter of the game includes a "treasure hunt" feature,[13] in which the player directs Guybrush through a maze-like jungle in pursuit of hidden treasure. Found treasures translate into prizes and discounts on Telltale's website. To access the treasure hunt mode, the player must locate maps on the Internet, such as on the official Telltale website, and fan blogs.[14]

Synopsis

Setting and characters

Tales of Monkey Island is set several years after the events of Escape from Monkey Island.[10] The designers discarded the Tri-Island Area—the setting of the game's predecessors—in favor of a new locale: the Gulf of Melange. The game follows the story of Guybrush Threepwood (voiced by Dominic Armato),[15] a naïve and hapless, yet successful, pirate. Before the game's beginning, Guybrush spends years locating the elements needed to create the "Cursed Cutlass of Kaflu", a voodoo weapon capable of destroying his arch-nemesis, the demon pirate LeChuck (voiced by Adam Harrington,[16] Kevin Blackton and later Earl Boen).[17] Throughout the series, LeChuck vies for the love of Elaine Marley-Threepwood (voiced by Alexandra Boyd),[15] former governor of the Tri-Island Area, and wife of Guybrush. In the events immediately prior to the game, LeChuck kidnaps Elaine; Guybrush pursues LeChuck with the voodoo cutlass.

Several ancillary characters from earlier games in the series return in Tales of Monkey Island, including the Voodoo Lady (voiced by Alison Ewing),[16] an enigmatic voodoo priestess who advises Guybrush in his quests; Stan (voiced by Gavin Hammon),[17] a stereotypical salesman and business opportunist; and Murray (voiced by Denny Delk),[18] a talking skull with delusions of grandeur. The game also introduces new characters to the series, such as Morgan LeFlay (voiced by Nicki Rapp),[19] a competent and athletic female bounty hunter who idolizes Guybrush. Other additions to the cast include Coronado DeCava, an explorer and former lover of the Voodoo Lady (voiced by Andrew Chaikin), and the Marquis de Singe (voiced by Jared Emerson-Johnson), an antagonistic French nobleman and doctor.[20][21]

Plot

Having acquired the components of the Cutlass of Kaflu, Guybrush races to save his wife from LeChuck at the Rock of Gelato; however, he botches his attempt to create the sword. When Guybrush stabs LeChuck, the flawed cutlass transforms LeChuck into a human, and infects Guybrush's hand with the "Pox of LeChuck", which gives the hand a mind of its own. An explosion on the ship hurls Guybrush into the ocean, and he later washes up on Flotsam Island. There, Guybrush encounters the Voodoo Lady, who explains that the pox will ravage the Caribbean if it is not soaked up by a voodoo sea sponge known as "La Esponja Grande" (The Big Sponge). Guybrush is advised to seek DeCava, who is on an expedition to find La Esponja Grande; to leave the island, however, Guybrush must neutralize a machine that draws the winds inwards, thereby preventing ships from leaving. It is revealed that the Marquis de Singe is using the machine to bring pirates to the island for his medical experiments. De Singe becomes obsessed with Guybrush's hand, believing it to be key to eternal life. Guybrush reverts the wind patterns to normal—unwittingly causing the pox to spread across the sea—and departs in his newly acquired ship, the Screaming Narwhal. De Singe hires Morgan LeFlay to capture Guybrush; en route to the Jerkbait Islands, she boards the Screaming Narwhal and cuts off Guybrush's pox-infected hand in a duel. Afterwards, she returns it to de Singe.[22][23]

A 3D rendered image of a man and a woman in pirate clothing on the deck of a ship. The woman, on the left, smirks at something off-camera, while the man, on the right, looks happily towards the woman.
Morgan and Guybrush onboard the Screaming Narwhal; both characters received a positive critical response for their visual design, characterization, voice acting and story elements

On the Jerkbait Islands, Guybrush finds Elaine safe, and learns that the now-human LeChuck is trying to make up for the evil deeds of his past. The three help defend the resident merfolk city from pox-infected pirates; in return, the merfolk summon sea creatures to assist Guybrush in locating La Esponja Grande. Elaine stays behind to monitor LeChuck's actions. As Guybrush follows the creatures on the Screaming Narwhal, Morgan again boards the ship; de Singe had informed her that Guybrush's entire body was needed. Distracted by their duel, neither can react in time when the Screaming Narwhal is swallowed whole by a giant manatee.[23] Inside the manatee, Guybrush and LeFlay discover DeCava and his crew; Guybrush heals the manatee's injuries, and escapes with DeCava to the location of La Esponja Grande. After retrieving La Esponja Grande, Morgan knocks Guybrush unconscious and sets sail for Flotsam Island with her bounty.[24]

As Morgan reluctantly delivers Guybrush to de Singe, he is seized by the townspeople and put on trial for having released the pox on the Gulf of Melange. LeChuck exonerates Guybrush by implicating himself in the creation of the pox, and produces evidence that all previous confrontations between Guybrush and LeChuck had been orchestrated by the Voodoo Lady; the two are imprisoned, and Guybrush is released. As Guybrush prepares to cure the pox with La Esponja Grande, he discovers that Morgan has been murdered in de Singe's laboratory. At the wind machine, de Singe traps Guybrush and Elaine, believing that his experiments with Guybrush's poxed hand are on the verge of granting immortality. De Singe, however, falls into the wind machine and is disintegrated; Guybrush then uses La Esponja Grande to soak up the pox. LeChuck arrives to free the two, but as Guybrush thanks him, LeChuck impales him on the Cutlass of Kaflu, and uses La Esponja Grande to transfer the pox's potency to himself.[25]

Now deceased, Guybrush finds his spiritual self at the crossroads: the place where the living and dead realms meet. With the assistance of Morgan's spirit, he finds a spell that embodies courage, anchor, direction and sacrifice, and returns to the land of the living as a ghost. However, LeChuck absorbs the massive amount of energy generated by dimensional rift Guybrush opens; the pox was engineered by LeChuck to achieve this goal. Elaine, in an apparent act of betrayal, becomes LeChuck's demon bride. Guybrush repossesses his dead body and shrinks La Esponja Grande, reversing LeChuck's hold over Elaine. LeChuck attacks Guybrush, who lures the demon pirate into the rift. There, LeChuck is simultaneously stabbed by Elaine and Morgan, which destroys both his physical and spiritual forms. Stranded alone at the crossroads, Guybrush realizes that he has one more item that meets the spell's criteria for his return: Elaine's wedding ring. He uses it to restore himself to life and return to his wife. The spirit of Morgan delivers a jar containing the essence of LeChuck to the Voodoo Lady, in exchange for her return to the land of the living.[26]

Chapters

Chapter Release date
Windows release WiiWare release
"Launch of the Screaming Narwhal" July 7, 2009[27]
Notes:
  • Designed by Mark Darin, Brendan Q. Ferguson, Chuck Jordan, Jake Rodkin and Michael Stemmle
  • Written by Michael Stemmle
  • After accidentally releasing a voodoo pox from an attempt to destroy LeChuck once and for all, Guybrush must investigate the cause of winds keeping ships from leaving Flotsam Island
"The Siege of Spinner Cay" August 20, 2009[30]
Notes:
  • Designed by Will Armstrong, Mark Darin, Brendan Q. Ferguson, Chuck Jordan, Jake Rodkin and Michael Stemmle
  • Written by Mark Darin
  • Guybrush travels to the Jerkbait Islands to find information on La Esponja Grande, a voodoo sea sponge that can cure the pox, but finds a volatile dispute between the resident merfolk and pox-infected pirates
"Lair of the Leviathan" September 29, 2009[33]
Notes:
  • Designed by Will Armstrong, Mark Darin, Brendan Q. Ferguson, Dave Grossman, Joe Pinney, Jake Rodkin, Michael Stemmle and Sean Vanaman
  • Written by Sean Vanaman
  • Having had their ship swallowed by a giant manatee, Guybrush and Morgan LeFlay must escape and secure La Esponja Grande
"The Trial and Execution of Guybrush Threepwood" October 30, 2009[36]
Notes:
  • Designed by Will Armstrong, Mark Darin, Brendan Q. Ferguson, Dave Grossman, Joe Pinney, Jake Rodkin, Michael Stemmle and Sean Vanaman
  • Written by Michael Stemmle
  • Upon returning to Flotsam Island, Guybrush is arrested and put on trial for misdemeanours committed during his last visit
"Rise of the Pirate God" December 8, 2009[2]
Notes:
  • Designed by Mark Darin, Dave Grossman, Jake Rodkin, Michael Stemmle and Sean Vanaman
  • Written by Mark Darin
  • Guybrush must find a way to escape the crossroads of the afterlife and thwart LeChuck's rise to power

Development

Production

A Caucasian man with short brown hair and a convention pass on a lanyard around his neck smiles for a camera. Part of the Telltale Games logo is visible in the background.
A Caucasian bald man with a black beard looks to the left while speaking into a microphone. A plaque with the Comic-Con logo on the table reads "Mike Stemmle".
Design director Dave Grossman (left) developed the first two Monkey Island games with Ron Gilbert and Tim Schafer, while Michael Stemmle (right) had co-designed the fourth game in the series.

Tales of Monkey Island was developed by Telltale Games, under license from LucasArts.[39] The game marked a first collaboration between the two companies; Telltale Games had been founded by former LucasArts employees in the wake of the 2004 cancellation of Sam & Max: Freelance Police. Following that event, LucasArts appeared to have abandoned the adventure game genre.[40][41] Though Telltale Games had been considering a Monkey Island game since the company's inception, Telltale design director Dave Grossman credits the greenlighting of Tales of Monkey Island to a correct alignment of interested parties. This included the then-new LucasArts president Darrell Rodriguez, who championed a push for adventure game development within LucasArts.[42] Mark Darin, co-designer and writer for Tales of Monkey Island, attributes this revival to the rise of digital distribution within the video game industry, which—by reducing financial risk—allowed companies such as Telltale to develop "something different from the endless clones of popular games".[43]

A Caucasian man with average length brown hair wearing an open casual shirt and a t-shirt gestures while making a speech from a podium.
Series creator Ron Gilbert was involved in planning the project and developing the story arc

Following hints by Telltale Games that a major new series would soon be announced,[44] Tales of Monkey Island was unveiled, alongside a trailer, at the June 2009 Electronic Entertainment Expo. The game counterparts a LucasArts-developed enhanced remake of The Secret of Monkey Island.[45] Its development team of roughly 50 people was headed by Dave Grossman[46], who co-designed the first two Monkey Island games. Michael Stemmle, who co-designed Escape from Monkey Island and Sam & Max Hit the Road, contributed design and story writing in collaboration with Mark Darin and Sean Vanaman.[47] Series creator Ron Gilbert assisted in brainstorming sessions for the project, but was not heavily involved with its development; however, the development team asserted that Gilbert's "thumbprints are all over [the game]".[10] On his blog, Gilbert wrote that he was "very excited" for both Telltale's adaptation and LucasArts' reimagining of the original game, stating that "it's strange and humbling to see something you created 20 years ago take on a life of its own".[48]

While both Gilbert and Grossman were engaged in the development of Tales of Monkey Island, the third co-designer of the original two games, Tim Schafer, was not associated with the project.[49] Grossman said that Gilbert's leadership role at Hothead Games had made procuring his assistance "legal wrangling", and that including Schafer as well would have been too much trouble.[42] Schafer later said during an interview that he was "really happy" for the new game, and that the project was in good hands under Grossman's lead.[50] The game's limited-edition slipcover artwork was painted by Sam & Max creator Steve Purcell, who was responsible for the box art of both The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge.[51]

Grossman said that the game's simultaneous release on Windows and WiiWare was due to Telltale's business model; the company alternates its game releases between WiiWare and Xbox Live Arcade, as they want to "give the Wii a little love as well".[42] The concurrent development of the Wii version created issues, however; last minute changes to the PC version could put an episode over the size limit for WiiWare games.[46] The first episode was released for Windows on July 7, 2009, with the Wii version following twenty days later.[52] Telltale distributed the game through their own website, and later made it available for download from Steam and Amazon.com.[53][54] Xbox Live was omitted from the initial release, as both Telltale's Wallace & Gromit's Grand Adventures, and LucasArts' special edition of The Secret of Monkey Island, were debuting on the system.[55][56]

While Telltale had not announced plans to port Tales of Monkey Island to Mac OS,[57] they did so on February 11, 2010;[7] it was among the first games available for the newly-released Mac OS Steam client.[58] A PlayStation Network version was released in June 2010, due to consumer demand generated by the game's original announcement.[59] Telltale Games has not ruled out the option of porting the game to Xbox Live and Linux.[42]

Design

Several concept images of a man's head, with a goatee beard and a ponytail. On the top row, the image shows several refinements and changes between the initial and final designs, while the second row contrasts the silhouettes of the two versions
Art direction was one area where LucasArts collaborated with Telltale, providing feedback and refinement for Telltale's artists

Design work on the game began in late 2008, while development got underway at the beginning of 2009.[60] As with Telltale's other products, Tales of Monkey Island was developed and released in five episodic segments; Grossman explained that Telltale prefers to tell stories this way, rather than as continuous narratives that are too long for people to play comfortably.[9] However, unlike their previous games, each episode is not a standalone tale; it is a single chapter in a larger plot.[61] This allowed Telltale to advance the story like that of a television series, in which character relationships develop in the minds of the audience over several months.[46] Each episode was designed to be gratifying on its own, with a satisfying conclusion; however, it would then provide a cliffhanger to "tantalize the player a little more".[46] According to Grossman, Tales of Monkey Island is set after an "imaginary" Monkey Island 5, which he views as "a blockbuster, epic 40-hour gigantic experience like the earlier games". Its story would have followed Guybrush's actions between Escape from Monkey Island and Tales of Monkey Island; the beginning of Tales of Monkey Island marks its conclusion.[15]

Stemmle likened the game's episodic development to a relay race, compared to the "marathon" of developing a full game such as Escape from Monkey Island;[55] this resulted in development work continuing on aspects such as the game's graphics right up to the release deadline.[52] Each episode has taken approximately four months of work to complete.[42] Very few environmental resources are reused between episodes, removing the central hubs and "comfort zones" that were present in Sam & Max Save the World and Wallace & Gromit's Grand Adventures.[10] However, Telltale developed a system whereby the supporting characters could reuse skeletons and animations, creating four different body types that could then be altered to appear visually different for each character. Due to size constraints, this had to be narrowed to only two body types. By the third episode, Telltale found that this system alone was not particularly effective, and began diversifying facial features, providing each character a unique silhouette and adding at least one unique animation to further differentiate between these generic characters.[46]

Regarding the game's puzzle design, Stemmle remarked that when he and his fellow designers were younger, they felt their task was to "stump the player"; however, now Stemmle believes that "it's a lot better to make the players feel smart". The designers therefore felt it necessary to include a hint system to help prevent players becoming stuck.[55] The game's artistic direction was developed by former LucasArts members Derek Sakai and Dave Bogan,[46] both of whom had worked on The Curse of Monkey Island and Escape from Monkey Island, as well as several preceding LucasArts adventure games.[47] The final art direction aimed to mix the more realistic, if pixelated, look of the first two games with the whimsical cartoon graphics of the third game.[46]

The top image shows a hand-drawn laboratory; a variety of scientific equipment is scattered across the desks, a projector and a key-holding skeleton are on the left while a balcony door and a generator are towards the right. A surgical bed is in the center of the room. The bottom image shows the same scene rendered in 3D, although the camera angle cuts off parts of the image at the extremities and a pirate is strapped into the bed.
De Singe's laboratory, from Ryan Jones' original concept art (top) to in-game depiction (bottom). Tales of the Monkey Island was the first Monkey Island game to be entirely rendered in 3D.

For the first time in the series, the game is fully rendered with 3D graphics; even the nominally 3D Escape from Monkey Island was based on 2D pre-rendered environments.[15] Grossman explained that Telltale prefers the advantages 3D graphics offers over 2D in regards to animations and cinematography, and that the game engine used by Telltale for all its games, the Telltale Tool, and Telltale's art department are entirely orientated towards the development of 3D graphics.[55] The improved capacity for cinematography resulted in the creation of a cinematic director, someone to work with the designers to identify the scenes in the story where more dramatic activity is required, then to work with the animators and choreographers to create this. The need for such a position was highlighted in development by the opening ship battle scene of "Launch of the Screaming Narwhal". The scene initially appeared static and lacked excitement until rain and other weather effects were added, the time of day was changed from dusk to night, and movement and camera shakes were implemented to make the ships appear to be on rough waters.[46]

The direct control scheme used was only conceived late in development. Initially, the designers had worked under the assumption that the game would use a point-and-click scheme similar to those used in the majority of Telltale's previous games; much of the first episode had been planned before direct control was decided upon.[46] The direct control system used in Wallace & Gromit's Grand Adventures was designed with an Xbox controller in mind, so a "click-and-drag" mouse control system was created for Tales of Monkey Island. Telltale believed that this direct control system made for a less passive and more engaging player experience, as well as providing more freedom for cinematic camera work than was possible with point-and-click. The late implementation of direct control, however, meant that puzzles in the first episode were not geared towards the system, and with a tight development schedule, there was insufficient time to optimize it before release.[46]

Beyond licensing out the series to Telltale, LucasArts was involved in the development of the game through collaboration and approval of the game's script, character concept art and puzzle design. Since the remake of The Secret of Monkey Island began development before Tales of Monkey Island, LucasArts shared their art style guide with Telltale, so that the art direction between the two products was similar.[62] Telltale's concept artist Ryan Jones worked closely with LucasArts' Jeff Sengalli, who provided feedback on areas such as character silhouettes, facial features and clothing.[46] Vanaman noted that LucasArts was open to Telltale's creative direction of the game, and did not "put their foot down" over any aspects of the production.[63]

Audio

Causcasian man with medium-length dark brown hair and a beard smiles for a camera. The man is wearing a gray t-shirt with an image of evolution from a monkey to a pirate
Voice actor Dominic Armato was enthusiastic to reprise the role of Guybrush Threepwood

The composer behind the preceding games in the series, Michael Land, returned to score Tales of Monkey Island's soundtrack.[64] Jared Emerson-Johnson, who usually composes the soundtracks to Telltale's games, stated that his role in the game's music was "technical and administrative".[20] While Emerson-Johnson had been willing to assist Land's work, "the sound of the Monkey Island universe is all about Mike’s vision, so he was left alone to 'do his thing' as only he can".[20] The soundtrack was recorded in MIDI format to allow a smaller data size for the Wii version of the game, and then converted to WAV for better quality in the PC version. Music was one of the last elements to be completed in an episode's production, as it could not be finished until all cutscenes were properly timed.[46]

Dominic Armato, the voice actor introduced for Guybrush in The Curse of Monkey Island, described by LucasArts' David Collins as "the ultimate Monkey Island fanboy",[64] reprises his role as the central protagonist; LucasArts encouraged Telltale to retain the original cast as much as possible, especially Armato.[62] Armato savored the opportunity to voice the character again, having come to accept that the series would not be continued after ten years. As Tales of Monkey Island was developed concurrently with the special edition of The Secret of Monkey Island, Armato attempted to make Guybrush in Tales of Monkey Island sound a more mature and experienced character than the younger incarnation of Guybrush in the special edition.[55] As Armato knew Guybrush's character so well, the voice directors gave him considerable flexibility in how to best perform the character.[46]

The voice actress for Elaine Marley in The Curse of Monkey Island, Alexandra Boyd, also returns to voice the character.[15] Boyd was unable to travel to Telltale's studio in California, instead recording her lines in London and communicating with the director via Skype.[65] Earl Boen did not initially voice LeChuck as the actor was in retirement and not available;[66] the character was instead voiced by Adam Harrington in the first episode, with Kevin Blackton performing the human LeChuck in chapters two to four. However, Boen returned as the voice of the demon LeChuck at the end of the fourth episode, and also recorded the lines for LeChuck's demon incarnation in the first episode.[67] To assist the actors' portrayal of characters, Telltale implemented a lip sync system to present a large range of facial expressions on character models.[10]

Marketing

To promote the game, Telltale Games began to host a series of short Flash films created by fans.[68] Entitled I Wonder What Happens in Tales of Monkey Island, the series was created by Marius Fietzek, a German animator, who co-wrote it with Andrei Constantinescu; the series' artwork was produced by Martin Koehler. Presented as a cartoon version of the game, the series speculated on the game's story and content, depicting hypothetical events for the upcoming chapters. The first episode debuted on July 5, 2009, two days before the release of "Launch of the Screaming Narwhal".[69] The second and third episodes followed on August 6 and September 16, respectively.[70][71] The penultimate episode was published on October 22.[72] For the fifth and final installment, released on December 4, Fietzek was able to recruit Michael "Smudo" Schmidt of the German hip hop band Fanta 4 for a musical number in the episode.[73] According to Emerson-Johnson, Telltale "was passing [the videos] around for a good week" after they were posted.[20] Emerson-Johnson described the series as "absolutely fantastic", further noting that "it really seems like these games appeal to people in a way that spurs huge amounts of excellent creative energy".[20]

In addition, Telltale produced various items of merchandise for the game, sold from their online store. These include a poster print of Steve Purcell's cover artwork for the game,[74] and a set of promotional badges, the latter of which were previously only available at conventions such as E3.[75] Further merchandise, including a tankard and a set of tarot cards, and a deluxe edition DVD were made available for order in early March 2010.[76] For International Talk Like a Pirate Day on September 19, 2009, Telltale Games made the first chapter, "Launch of the Screaming Narwhal", available for free on their website. Customers who had already purchased the entire game were instead able to receive a free episode of one of Telltale's other episodic games.[77]

Release

Aggregate review scores
Game GameRankings Metacritic
" Launch of the Screaming Narwhal" PC: 80%[80]
Wii: 80%[81]
PC: 79%[78]
Wii: 79%[79]
" The Siege of Spinner Cay" PC: 79%[84]
Wii: 80%[85]
PC: 77%[82]
Wii: 79%[83]
" Lair of the Leviathan" PC: 84%[88]
Wii: 85%[89]
PC: 82%[86]
Wii: 80%[87]
" The Trial and Execution of Guybrush Threepwood" PC: 82%[92]
Wii: 82%[93]
PC: 80%[90]
Wii: 83%[91]
" Rise of the Pirate God" PC: 83%[96]
Wii: 80%[97]
PC: 81%[94]
Wii: 81%[95]

Sales

Tales of Monkey Island was a commercial success for Telltale Games, and received a favorable critical response. While Telltale has not released sales figures for the game,[98] Mark Darin reported that the game was Telltale's most successful project to date.[99] According to Telltale's marketing department, the game was predominately sold as a full season as opposed to being purchased as individual episodes, which was attributed to the strong narrative between episodes in contrast to Telltale's previous works.[99] Tales of Monkey Island exceeded the company's expectations for sales;[98] Telltale CEO Dan Conners also noted that the game had been the top selling product on Steam for "a few days".[98]

Reception

The first chapter, "Launch of the Screaming Narwhal", was thought by critics to be a respectable start to the game.[11][100][101] The chapter's puzzles were praised, with GameSpy's Scott Ryan commenting that puzzles "generally challenge [the player] just enough without becoming too frustrating",[102] while Eurogamer's Kirsten Reed felt Telltale got the puzzle quality "bang-on time after time".[103] However, criticism was directed towards some elements of puzzle design,[104] in particular one puzzle that took the form of a maze.[11][102] The writing and story were lauded; several reviews commended the humor in the dialogue,[100][101][103] though Adventure Gamers' Evan Dickens felt that writing did not match up to the quality of LeChuck's Revenge.[105] Although the chapter's supporting cast was derided as weak, critics enjoyed the introduction of de Singe to the series.[104][105] The voicework for the main characters was praised, as was Land's soundtrack.[103][105][106][107] Critics were mostly complimentary towards the episode's graphics,[100][101][105] with 1UP.com's Bob Mackey calling Guybrush "the most convincingly expressive Telltale character yet";[108] though concerns were voiced over varied graphical quality between models.[103] The game's controls were subject to reproof by a number of reviews, several preferring to use the keyboard controls over Telltale's new "click and drag" mechanism.[11][100][101][103]

"The Siege of Spinner Cay" garnered a similar overall response as the preceding episode. Critics were divided over the quality of the chapter's puzzles: Destructoid's Brad Nicholson criticised the design as "tight and constricted",[109] and Dickens felt that the puzzles wildly varied in quality,[110] while the design was praised as "pleasantly non-linear" by Reed[111] and as logical and sensible by PALGN's Adam Ghiggino.[112] However, the need for the player to traverse long distances between key locations for mundane tasks was criticised.[109][110] The episode's writing was lauded by reviewers;[111][113][114][115] in particular, praise was bestowed on the chapter's opening scene, which introduces Morgan LeFlay.[110][112][116] Nevertheless, the story itself was disparaged as merely setting the stage for the future episodes.[109][110][113] While the supporting cast was again criticized,[111][112] the development in the roles of the main characters was approved of.[110][117] Critics again admired the chapter's audio work,[113][115][116] with Dickens praising Kevin Blackton's rendition of the human LeChuck as a "real standout",[110] while graphical tweaks over "The Launch of the Screaming Narwhal" were also appreciated.[110][112][117]

Critics considered "Lair of the Leviathan" to be stronger than the previous chapters; the PC version holds the highest rating out of all the Tales of Monkey Island episodes on review aggregator sites GameRankings and Metacritic.[86][88] The episode's puzzles were commended;[118][119][120] IGN's Steve Butts opined that Telltale had "moved forward quite a bit" in terms of puzzle design from both preceding chapters and the earlier Sam & Max games.[121] One puzzle in particular, involving pirates holding a face-pulling contest, was praised by reviewers.[120][122] Dickens described the chapter's story as "strong [and] advancing",[118] while Ghiggino felt that it "continued the fine Monkey Island tradition of being bizarre, hilarious and pretty interesting".[123] Several reviews drew comparisons with the setting inside a giant manatee to the 1883 book The Adventures of Pinocchio.[120][123] The episode's writing received near unanimous praise,[118][121][122][124][125] while the supporting cast took a far stronger response than the preceding episodes,[119][124] with praise centering around disembodied demonic skull Murray.[118][119][120][123] Criticisms of "Lair of the Leviathan" primarily revolved around the chapter's short length and lack of locations.[123][124][125]

Reviewers were more ambivalent towards the fourth episode, "The Trial and Execution of Guybrush Threepwood". The puzzles were met with mixed views; Ghiggino described several as "frustrating for the wrong reasons",[126] and while Dickens felt that many were "challenging and creative", there were "some definite misfires".[127] Butts criticised "arbitrary design" in several of the puzzles, though noted that they were "exactly what we've come to expect from the series".[128] Nevertheless, the gameplay mechanics of the episode's titular trial were lauded.[127][129] Reaction to the chapter's plot was mostly positive, with Game Revolution's Eduardo Reboucas commenting that it "moves along at a steady pace, and ends with a dramatic bang".[130] Several reviews praised the various twists in the story,[126][129][131] though Adventure Classic Gaming's Mark Newheiser opined that the darker turn towards the end of the episode was somewhat detrimental in the light-hearted series.[129] In addition, the episode's writing was praised,[127][128][132] as was the use of returning Monkey Island character Stan as the trial's prosecutor,[126][128][130] though critics were divided over the effectiveness of reusing the setting of "Launch of the Screaming Narwhal".[126][130][132][133]

The final episode, "Rise of the Pirate God", was thought by critics to be a fitting end for the series.[134][135][136][137] The chapter's puzzles received a mostly optimistic response,[134][137][138] though several reviewers maintained reservations towards the difficulty and innovation of a number of challenges.[135][136][139] In addition, the level design requiring players to backtrack between locations to solve puzzles was criticised.[138][140][141] The chapter's climactic battle was thought sufficient,[135][140][141][142] though timing issues caused GameCritics' Tera Kirk to describe the scene as "almost as frustrating as it is clever".[137] Nevertheless, the story received strong praise,[135][136][138][141] particularly for the role reversal between Guybrush and LeChuck;[134][139] Destructoid's Anthony Burch noted the chapter "completely and intentionally inverts [Monkey Island's] own cliches".[139] Similarly, the writing and dialogue were commended,[137][140][142] as was the voice acting,[138][140] with critics praising Earl Boen's reprise as the demon LeChuck and Armato's voicing of Guybrush.[134][135] Lastly, the graphics for both the ghostly afterlife and the fire-ravaged real world were complimented by reviewers;[134][138][141] Butts expressed that "the levels all benefit from great color choices and fantastic lighting effects that really support the mood".[135]

Awards

Tales of Monkey Island has been recipient to a number of publication awards and nominations within the video game industry. Following the game's announcement at E3 2009, IGN named it the "Biggest Surprise" of the convention,[143] while the game was a finalist for GameSpot's E3 Editors' Choice Award for Best Adventure Game.[144] IGN later nominated the first and third chapters as the best Wii and PC adventure games of the year respectively, the latter losing out to the special edition of The Secret of Monkey Island.[145][146] For their best and worst video games of 2009, OC Weekly named Tales of Monkey Island as the "Best Series Revival" in 2009,[147] and About.com put Tales of Monkey Island as the second best Wii game of the year.[148] Gamasutra gave the game honorable mention for its best PC games of the year,[149] as well as giving similar mention to Telltale Games as one of the top developers of the year,[150] while PC Gamer US awarded the game "Adventure Game of the Year".[151] Nintendo Power also nominated Tales of Monkey Island as the overall game of the year, best WiiWare game and best adventure game of 2009, as well as giving Morgan LeFlay the award for the best character of the year.[152]

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