Monkey island Tale 1 Review in Progress (Spoilers)

  • Ahoy to all!

    Tis that time again! the time to discuss the tales of adventure, tales of Monkey island. Final warning, this review/ critique contains >spoilers<

    Background:
    I've been a huge sea of thieves' player/ fan since a bit before the game's release and was eager to get into Monkey Island as I have not played through any of the games nor know the lore. I enjoy the pirate theme, so just that was enough to intrigue me into doing the monkey island tales. I've only done the 1st one so far so my opinion is limited to 1. this tale only and 2. No knowledge of monkey island, but considering I've been around, and the game has been around for years now, I will be harsh with my review, my expectations are high because I expect high quality from Sea of thieves and truly wish for it to be the best that it may be. If you disagree, you're all more than welcome to state your own thoughts on the matter, I encourage it as long as we remain courteous and respectful. My thoughts? well... they aren't better than the pirate life tales... but that doesn't mean they are all bad. Let's get into what it does well...

    • The music:
      The music is great, wish it was in the actual game, truly feels Caribbean themed and it's pretty nice and relaxing for sailing around. Would love to have a music piece about it to choose from when playing instruments.

    • Theme
      Once again, Rare devs do not disappoint in the atmosphere department. The theme of melee island is mysterious yet jolly, it's unique, and fresh. The town architecture is pretty well done, the mansion is a very detailed set piece and I can tell that lots of love went into it. There are pieces that make it feel incomplete andd I never liked invisible walls because it removes me from immersion but overall, these are minor quips I have, theme and environmental world building gets a pass from me

    • NPC voice dialogue
      This is GREAT!!! Finally, some voice lines for npcs, really makes the island feel alive.

    • Clock tower puzzle
      This one kind of stood out, would love puzzles that require players to turn back time, or somehow manipulate clock hands to solve puzzles or progress through a voyage...

    • Pirate coins collection through exploring of island is great, I wish doubloons worked this way, with the ability to collect small amounts of it through plundering barrels, creates, or just lying around in other places.

    • Cinematics as always, are great, scenes that play out are not as frequent but have some impact

    So as you all can see, this tall tale adventure has some great and interesting new treasures that really makes it stand out in the sea of thieves, but regrettably, it has just as much trinkets that were non-appealing. Let me give it to you all as dry as bones now:

    • The story

    We're what now? 5+ years into the lifetime of sea of thieves? and the story of the game has taken a nosedive. It wasn't great before, and it's certainly not better now. It was mediocre at best (With the exception of pirate life). I'm sorry to say that this may be the most jarring and rough implementation of a story into the game. It actually alludes back to the previous adventure, which, if you haven't played this limited time campaign, you will have absolutely NO recollection of why the main baddy decided to transform into the pirate lord. He mentions some pirates who helped him collect a sword and.... what is that sword? why is it important? Who helped him? Those who don't play the adventure within the time frame will never know.

    I've mentioned it before, and I'm honestly getting tired of doing so. One more time, read this carefully: > You should not create a story that is self-contained in sea of thieves, IT DOES NOT WORK. > Why, might you ask? Because when you have a story that can be repeated (or not), and may be continued into a 2nd part, it creates the issue where all previous story contents must be explained and progressed through in a logical and linear fashion. It's an issue with pirate life, and it's an even bigger issue here. When you have self contained stories, the story you provide is limited, it doesn't allow much room for players to explore outside the confinement of that story path, especially if said story is instance based. Worse yet, self contained stories with large events, can't be taken back, they have a beginning, middle, and an end, Not a REPEAT, an END, as in finale, limit, do not pass GO, do not collect 200 monopoly dollars. Doing them over and over just feels like it's some form of stage play, it only goes so far before it gets stale. Not much happens through out either, you get a good intro, directs you to finding Guybrush, and once you get to melee island nothing really directs you into any looming dangers, except the implication one may have of a spotter on top of the island who isn't good at spotting ships at sea... Regardless, none of the npc really help move the story along well and I would have preferred more pieces of lore that alluded to the big bad at the end, melee island history, etc...

    Why is it that we need to go chasing a specialized knockout grog drink when we have regular grog that should get the job done as well? One regular drink in and we are already having issues with balance ourselves and our perception of reality becomes warped, that should have been enough in the lore sense. In the gameplay sense, it would have helped trim some of the unnecessary and repetitive content,

    Worse yet, the ending is abysmal, speak to npc, npc ends the voyage, cut to black... This has to be one of the worst ways to end a tale, it's so clear cut that nothing about it feels like the transition was thought out at all.

    The story is a large fetch quest of things to do until the end where you fight some of the easiest enemies in the game with.... soda?... ok, weird, but ok. The issue isn't how you fight them, pirates of all stature, we are in 5 years running, and we still have npc's running straight into you posing no challenge whatsoever. Not to mention, the only form of combat is this battle which happens at the VERY END! There's not going to be any more action in this tale, that's all we get, a deluxe cheeseburger with fries, hold the fries and the ingredients aren't even that fresh. The balance between puzzles and the combat is so far off and imbalanced.

    • Puzzles
      Speaking of puzzles, most of the puzzles here are some of the worst, the difficulty spikes up on this one, and not in a good way. It's one thing for a puzzle to be complex, with multiple moving parts such as platforms, mini games, or quantity of riddles/ objects, but this 1st tale is just a giant fetch quest where you have to deliver something to someone, which will provide something back, and sometimes through trial and error hopefully you will find what you need to advance the story. They are maniacal and overly complex tasks (For the sake of being complex) such as find the missing ingredient to make a special stew, but stew requires like 5 different items, Create skelly to help with gate keeper, by collecting puzzle pieces or body parts, after breaking skelly with hungry dogs to get said puzzle pieces, who require food... It's like break glass to get rock, to break glass, to get bat to hit ball, to break window... And perhaps this is how monkey island may play, but if it's so then perhaps that game is just a pass for me, but more importantly, it's the type of gameplay that does not blend well with sea of thieves. it's like getting the critiques of sea of thieves voyages from day 1, the one that criticized the game for being an over glorified fetch quest in which everything was about getting to point b and back to point A, and just doubles down on it, taking the critique, ignoring it, and just accelerating all that makes it annoying even more so. And again, some NPCS or objectives will give absolutely no clue as to what it is that they want or need. The puzzles are the main attraction here, action and platforming, largely take up backstage in this tale with combat only having 1 scene and is brokenly simple. Platforming is also short and inconsistent, with some roof platforms causing you to fall off even though they might not b that steep.

    • Treasure and rewards
      Where are they? Or as the Pirate life pirates put it, "Where's the gold? We want the gold! Tales have always lacked in rewards for repeated completions and this one is no exception. One is provided with little to no rewards for completing puzzles and finishing the tales...

    • Verdict
      The tale plays more like an adventure, which isn't saying much, since I consider adventures to be even worse and inferior than regular voyages, and voyages inferior to tall tales. Countless times I mentioned how tales/ voyages or any campaign in the game needs to be open and flexible, not self-contained. It needs to be a mystery that leaves the ending ambiguous. Something along the lines of find missing captain and crew- progress through voyage and it splits into different alternative plot pints, you either find the crew and captain cursed and fight them, find the crew and captain dead (No fight), or find the thing that cursed/ killed them and boss battle begins- and finally leading to a gold haul to end the voyage. If you end the curse is the story over? yes, but not really, who knows, maybe the crew was in search of something far more sinister, or wealthier, or more secret/ mysterious. The list goes on and on.

    The lack of treasure is beyond un-acceptable at this point, we need rewards for doing these things, treasure sprinkled throughout, with puzzles revealing som treasure, while th ending providing a huge haul, and they need to stop being instance based. It's a hypocritical and contradicting statement to create a game based on the ideals of "shared world" and "pvpve" when you got instance-based content that provides little to no rewards for completing them and don't offer much in replay ability, no interaction with other crews, no way that different playstyles can synergize or connect. Let me ask you all, are we still creating our own stories? Or are we simply creating our own experiences of a self-contained linear story that someone created for us to follow? The game isn't pvp, it's not pve, yet we see it catering to both groups on multiple situations, where's the synergy and balance between the two? Everything is so neatly segregated I can see the divide in game and outside of it here in the community, the threads of flaws found in what can only be simplicity found in mediocre content creation.

    Although the comedy is alright, maybe even appreciated, and the npc voice acting is for sure one of the best things included into sea of thieves, it leaves much to be desired.

    This 1st tale is actually too short, but the overwhelmingly tedious puzzles make this one of the longest, headache inducing, and most boring tales the game has had to see. Overall, you will find yourself doing the same thing throughout the game, fetching stuff for npcs with minimum advice, with a few exceptions. The story is broken up, does not progress smoothly, with lots of plot holes, unexplained events that no longer exist, and fails to gather traction and fuel to make me care by the penultimate scenes. The story is as messy as its puzzles, that comprises the majority of the tale, and leaves not much else to do. It seems that in order to cater to the world of Monkey island, Sea of thieves has lost some of its identity. The gameplay itself, falters due to its repetitive nature, and lack of variety, there just isn't much here to do other than solve a few puzzles. The point and click nature of Monkey island, just doesn't transition well to a full fledged role-playing pirate sim world like sea of thieves. For some, this may be what the game needs, but for others who have been starved for content, this is another disappointing reason to take another break from the waves. What is left for those feeling salty, alternatively, is to soak up a beautiful and thematically pleasing view of melee island accompanied with yet another stelar music piece and drinking their groggy hearts away with some npcs that have felt more alive than ever before. For some, it may just be another tale you complete and try to forget about forever. For monkey island aficionados out there, this tale might just be your pirate cove you always longed for, after all it's no doubt this was made as a love letter to those fans and to all that is Monkey Island, other pirates may even find some hidden treasure here, but for many a crew, they might find this tale to be just another sinking ship in a game that may be reaching worlds end. We still have more tales in the horizon before then though, and there is still hope that these tales will kick back from a less than stellar introductory performance.

    Score: 6.5/10 - it's slightly above average

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  • Think is was all fine except for the bugs and the fact that there is only one puzzle chain really with 1 hour of content. Rare said they put their heart and soul into this, but uh... been a long time without any meaty content and you gave us an hour of content... Honestly felt like a really nice adventure, visually and audio wise knocked it out of the park, but again... uh... where's the beef?

    Thought it was awesome in every way again except bugs and shorter than an overpriced DLC.

  • I think this is going to be very much a Marmite crossover - either love it or hate it.

    I didn't grow up loving Monkey Island, I grew up playing console games, so I'm a very recent convert to the series. In fact, Return to Monkey Island (the newest one) was my first one that I finished (I dabbled in Monkey Island 1 on Xbox 360) and I played through 1 and 2 in preparation for these Tall Tales. I absolutely loved them.

    But one thing struck me as I was playing them - just how much inspiration was taken from them for Sea of Thieves. And it's probably why so many Monkey Island fans have been asking for this update and are loving it. Seeing how much joy it's brought friends of mine that did grow up with the series has filled my heart. Having those games fresh in my own mind helped me appreciate this crossover even moreso.

    For some devs at Rare, I can see this is clearly a love letter to the series. The work and care paid to the details are evident.

    I can understand some concerns over the Sea of Thieves lore but I don't see it being held back by this or POTC when it probably wouldn't have existed without those coming before it.

    I do agree that the last Adventure leading into it, when it's no longer playable, was a misstep as it's pretty vital to the entire thing.

  • @red0demon0

    I agree that the puzzles were tedious. My biggest complaint was the single pieces of coins on the barrels. They were almost impossible to see. There were plenty of NPCs who gave me valuable information. Some of the information I simply figured out. I simply thought that every object that I could pick up served a purpose. It was annoying figuring out what went where but I figured it out.

    I also agree that Tall Tales and Adventures should be separate. I did hear that Rare is planning on making Adventures replayable. I don’t know if past Adventures will return (minus the cosmetic rewards) but they need to come back. Players will get confused when LeChuck transforms into the Pirate Lord and holds Pendragon’s sword

  • Was a mistake imo to make adventures time limited for completion, you can remove certain rewards after time and obviously effects of adventures etc. towards goals but I believe putting in that much effort for content that is not core gameplay is a mistake. You put all that effort and development into something then take away that content and thus take away things for people to accomplish especially in a content drought like this. This update is embarrassing as far as content goes, it's very well done in every way but having an hour to a few hours of content tops is a joke.

    Guess I'll do hour glass pvp in the meantime or something.

    Warmest Regards,

    -TP

  • It seems like a big reason people dislike the tall tale is because it is practically more lore than interaction. It seems like this was mainly a teaser for the next two tall tales. This tall tale mainly ended up showing how the next two tall tales will work with regards to plot, puzzles, and enemies. Just like the POTC tall tales, this tall tale is mainly lore based, so there is more room for puzzle solving, ect. in the next ones.

  • @thrawnpariah said in Monkey island Tale 1 Review (Spoilers & In progress):

    This update is embarrassing as far as content goes, it's very well done in every way but having an hour to a few hours of content tops is a joke.

    It's not an entire season update it's a bonus to season 9 essentially, as far as that goes I think it's a pretty big deal.

    Just adding even more to the success of season 9 as far as activity goes.

    I suppose we all view things differently but to me free content that builds up the environment without causing damage is like an invite for free tator tot casserole. Big plate or small plate that's gonna be a win for me either way.

  • @wolfmanbush a bonus to season 9 that has been extended over and over and has had zero content? I can't take anything you say seriously if you're gonna say things like that.

    Warmest Regards,

    -TP

  • @thrawnpariah said in Monkey island Tale 1 Review (Spoilers & In progress):

    @wolfmanbush a bonus to season 9 that has been extended over and over and has had zero content? I can't take anything you say seriously if you're gonna say things like that.

    Warmest Regards,

    -TP

    The long/extended/delayed season thing is only a serious issue when the majority are discouraged by it, which isn't the case in season 9.

    Season 9 has seen lower morale in content creation and with some around content creation but activity by the majority has stayed consistent on the servers. Varied activity, more server investment, more production, a lot of captained ships, varied skill levels, etc. This sort of consistent activity doesn't happen often but it's been holding steady.

    So, when a season is maintaining consistency within activity and they add something like Monkey Island content late into the season that is making a strong season stronger.

    The game is what we make it and at this time in SoT history more people are finding ways to enjoy consistent participation here, Monkey Island supports that without harming it.

  • @wolfmanbush You sound like a used car salesman telling me this old toyota's got a lot of life left in it. I'm not arguing that the toyota is a great choice for reliability and sustainability here.

    I'm saying that upgrading some things here and there on the car after it being in the shop for almost a year without fixing the major issues isn't going to make my air conditioning work again. So I'm stuck with this car with no working A/C but hey the car still works, but no one's gonna wanna borrow it to drive from here across state lines to pick something up. I'm stuck driving it because I love the car and can't fix the situation myself and the mechanic assured me it would be taken care of when in reality well here we are sweating in the parking lot waiting for that content to come along.

    This is the weakest update promoted as a huge expansion to the game when in reality it is 1 hour of content. Casuals don't care about anything remotely grindy which is most of the game so this will ultimately hurt the game more than it will help.

    Warmest Regards,

    -TP

  • @gaudierpuppy866 I highly doubt there will be more than an additional 6 hour tops, realistically 2 hours of content to follow this in the coming months. They made all new assets and music etc. for this but it's like they forgot to add the puzzles or additional actual content. If anything there may be less content than what we've seen. Would love to be wrong, but I doubt it.

    Warmest Regards,

    -TP

  • @red0demon0 most of the tall tales, especially big ones as this "claimed" to be need to be instanced not just for server stability but because our fellow pirates are terrible. I do not want a repeat of saving merrick or even worse the first month of pirates life tall tales with people holding areas hostage or killing while trying to complete parts of tall tale which honestly is fine except it totally breaks the immersion. Also I liked the puzzle, but there was only really one and as you say it was one long fetch quest and everything else I agree with more or less.

    Warmest Regards,

    -TP

  • @thrawnpariah said in Monkey island Tale 1 Review (Spoilers & In progress):

    @wolfmanbush You sound like a used car salesman telling me this old toyota's got a lot of life left in it. I'm not arguing that the toyota is a great choice for reliability and sustainability here.

    I'm saying that upgrading some things here and there on the car after it being in the shop for almost a year without fixing the major issues isn't going to make my air conditioning work again. So I'm stuck with this car with no working A/C but hey the car still works, but no one's gonna wanna borrow it to drive from here across state lines to pick something up. I'm stuck driving it because I love the car and can't fix the situation myself and the mechanic assured me it would be taken care of when in reality well here we are sweating in the parking lot waiting for that content to come along.

    This is the weakest update promoted as a huge expansion to the game when in reality it is 1 hour of content. Casuals don't care about anything remotely grindy which is most of the game so this will ultimately hurt the game more than it will help.

    Warmest Regards,

    -TP

    A lot of the major issues rarely get talked about because it often turns into people wanting more content, hits not registering, cheating, etc, many are indeed issues but they are not what drive significant amounts of people out.

    This game has struggled with participation consistency for a very long time. Specifically what I refer to as "the middle". People that produce treasure, play the game entirely to play the game and have fun, people that invest but don't make SoT their entire day, they aren't caught up much in the social scene, the drama, the content, they just contribute and carry the ecosystem on these risk/reward servers.

    Many of them being driven out by imbalanced risk/reward and unpleasant experiences as the game was catering to the top as far as risk/reward goes. Opportunity was improving but people were still experiencing far too much pressure from no/low investment pvp.

    Rare can never make everyone happy, not about content, not about combat, not about their experiences in general. Some people very much enjoy Monkey Island content and some don't, that's to be expected.

    What Rare can do is improve the overall SoT experience for more people and slowly but surely they are leaning into that more.

    When I examine the environment I only use my experience as something to compare to what I see from others to see if my experience and many many hours of play are a strong indicator of overall vibe of the environment at that time.

    I'm comparing my experience to the feedback of people that play organically, those I meet, those others meet, content creators that approach this game in a "don't take this too seriously" kind of way (that footage is valuable for comparison)

    More people have said things along the lines of "the most fun I've had" "best/great season" and then had stories and footage to back up that feedback. This is an overall improvement and an indicator that they are addressing "major issues"

    as far as Monkey Island goes I think that devs creating content that they still believe in and are still passionate about on the story side is strong for morale for many in the community.

    I think that the social parts of SoT under-represent the adventure side of this game, the middle of this game, that's why I've posted here so long about specific issues. Personally I think Rare is currently more in touch with the organic play style of their environment (and the major issues within it) than they have been in a very long time.

  • It is free content so I wasn’t expecting a cinematic 10 hour long campaign.

    At least we get 2 additional hours the next 2 months. I already completed the 90 day season storyline in Diablo 4 and in a few hours after release and that had way less new art, music or sound in it.

    I liked the tale. The gameplay was actually in the same vein as adventure games back then and the nostalgia was high.

    After 1000+ hours of SOT since the alpha days I stopped playing because of the lack of meaningful gameplay progression systems and moved to other more rewarding games. So it was a total surprise new Tall Tales where coming so I could revisit the Sea Of Thieves and beyond for a few hours again this year. So thank you Rare for making these!

  • @gaudierpuppy866 said in Monkey island Tale 1 Review (Spoilers & In progress):

    It seems like a big reason people dislike the tall tale is because it is practically more lore than interaction. It seems like this was mainly a teaser for the next two tall tales. This tall tale mainly ended up showing how the next two tall tales will work with regards to plot, puzzles, and enemies. Just like the POTC tall tales, this tall tale is mainly lore based, so there is more room for puzzle solving, ect. in the next ones.

    Lore or story? Lore is more like the background or history the game tries to provide, things like paintings, object portrayals, book journals, and other world building tools help build the game's lore. Story is the current active adventure you are going through. there also seems to be lots of npc interaction, perhaps you cn elaborate on what you mean by this, it's an interesting perspective.

    I do have to say though, that I agree, I can see the similarities between this and the 1st pirate life tale, especially when you find Guybrush behind the door of the mansion, it feels a bit like when you first hear captain jack going down the steps to the bottom deck. even the progress after this is kind of the same, a legendary ship springs up (except you don't really fight it, just attack a few basic enemy waves.)

    If it's story, then yes it was heavy in story but all tall tales are, so for me, this isn't an exception, in fact, it hurts it as it's the worst story told, regardless if it was meant as a set up. The pirate life tale ch1 did a much better job of a set up. You had platforming through an unexplored mysterious island which gave way to a deserted and broken down town, in which you had to run up a towering lighthouse, and finally sneak into the ship of the damned to release a legendary pirate, and finally fight a legendary ship as cannonballs fly over your head and ocean crawlers board the ship. The tale is overall more compact/ compressed allowing less breathing room. The puzzles aren't overdone, with many being side quests or alternative. It's an epic adventure from start to finish that has it's issues but overall does a great job. It has lore set up for monkey island, and a story that picks up on the later half of the tale, as the first half is mostly spent on exploring and trying to find a mysterious prisoner as lore is built on the type of island you are exploring (Sea of the damned shaped by ghost appearances, skeletons, cursed treasure, ship wrecks, npc animation and explanations, etc...)

    Overall, in melee island, the town feels a bit lacking in npc's by the end, and the puzzles feel like they over stayed their welcome. Thee complexity of the puzzles with the lack of story progression between each individual one really made it a headache. I enjoyed collecting coins, and being things as I felt this was the only reward really, for exploring the island. Overall, as a set up, I didn't feel it did a great job, it lacked interesting platforming, story was short, the tale only feels long because of the puzzles but I found no enjoyment in most of these. Some puzzles just felt annoying for the purpose of prolonging the tale, such as getting a special grog to get the other pirates to fall asleep, like that one could have allowed regular grog to be used, shorten the time it takes to do the quest, and be slightly more appealing. Jumping around the town roofs wasn't that complex or consists tent to begin with, overall not that great. Some areas found by jumping the roofs of the town houses just felt empty, with the function of just trying to get the player unstuck if they fell down to these area, separate from the main path, it's plainly obvious they were meant to return the player back to the main path.

  • Well players have to look at it from the point and click adventure games perspective.
    -Sometimes you had no clue at all of what you needed to do next and some of the things made no sense so you needed a lot of imagination.
    You would spend days even weeks trying to get past a certain part of the game and there is a bit of that in the Monkey island tall tale.
    -The problem is players want to beat everything as fast as they can on their very first try nowadays so the internet definitely changed things. It took away from the exploration, trial and error and just basic curiosity that leads to solving the puzzles as we had no community for hints or internet guides for games back in the early 90's.
    I think i spent about 6 months trying to beat the indiana jones and the last crusade point and click adventure from lucasarts, always got stuck trying to figure out where the entrance to the catacombs were that at some point i believed the game was broken but then i figured out exactly what i needed to do to find them and can find it on my first try.
    Then came Secret of Monkey Island, i thought i had a clue on how to solve puzzles but it took me another 3 to 6 months to beat it. I didn't play that often but when i did i would end up getting stuck at some point and would put it down for a while.
    That's just the nature of what these games were and the whole purpose of doing it that way in the tall tale.

  • @thrawnpariah said in Monkey island Tale 1 Review (Spoilers & In progress):

    @red0demon0 most of the tall tales, especially big ones as this "claimed" to be need to be instanced not just for server stability but because our fellow pirates are terrible. I do not want a repeat of saving merrick or even worse the first month of pirates life tall tales with people holding areas hostage or killing while trying to complete parts of tall tale which honestly is fine except it totally breaks the immersion. Also I liked the puzzle, but there was only really one and as you say it was one long fetch quest and everything else I agree with more or less.

    Warmest Regards,

    -TP

    I think the best system for this game is a risk reward system. To create open ended adventures, tales that basically work like voyages, you sail to an island, the lore leads you through the story, revealing things in bread crumbs, you get treasure through out, and leading to an ultimate revelation/ climax before everything scales down in a large treasure haul. At any point, players should be able to leave with what they had, this is as far as the tale would go, and this is their story, not all pirates should feel forced to finish a story, just get as much as one would like and leave.

    It's instance based concepts that actually creates issues and allowed players taking areas hostage. The 2nd tale of pirate life for example, was instanced, even if it didn't send you to a different server area all together, the scenes that played out were cut up in acts, like a play, and these scenes were all instanced, they dump you into a room which activates the scene. Being instanced, also meant that you don't spawn back into the ship, you spawn back into the same area allowing for death looping.

    The game is about other players attacking ad defending, other players going in to steal your treasure in a grand tale, should be part of the immersion, a race to the end between two or more crews should be a possibility, the fact that the current implementation does not work that way shows it's issues.Like I said before, pirate life tales feel like it's in the right direction but that doesn't mean it's at where it needs to be. If anything, it feels like a precursor of what voyages/ missions should be like in this game, what they should eventually be capable off. Ultimately, I'm not out to change how the game plays, or to argue about the tales gameplay style, it always needed to be less pve centered, and more balanced to synergic attackers vs those doing the quest. The mechanic works, as proof, we have how regular voyages and even events play out.

  • @eva1977 I wish instead of putting a "little bit" of the point and lick adventure they put a lot of it, or literally anything other than one puzzle chain and a choreographed fight sequence that didnt even include insult sword fighting! I know it's supposedly in one of these but you get my point. I love the tall tale, and obvious the effort put into every bit of it with the exception of scope and content.

    Warmest Regards,

    -TP

  • @red0demon0 said in Monkey island Tale 1 Review in Progress (Spoilers):
    "How am I supposed to know that the dog with a bone in his mouth is going to specifically want a monkey toy?"

    Well, if you actually listen to all the dialog options for the dog........ You may hear a clue in between his barks?

    Honestly, this was a LOT of invalid complaints. Also, try considering hiring an editor.

  • @kirkpad said in Monkey island Tale 1 Review in Progress (Spoilers):

    @red0demon0 said in Monkey island Tale 1 Review in Progress (Spoilers):
    "How am I supposed to know that the dog with a bone in his mouth is going to specifically want a monkey toy?"

    Well, if you actually listen to all the dialog options for the dog........ You may hear a clue in between his barks?

    Honestly, this was a LOT of invalid complaints. Also, try considering hiring an editor.

    I believe one of the few things I required from all here was to remain respectful, seems you can't follow simple rules

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