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Everything posted by demone

  1. I take that article with a little bit of a grain of salt, simply because it wasn't an answer directly from Ron in the Q&A, but the writer wrapping up the article. I don't think they can "confirm" it, especially so soon after launch. I think Ron and Dave probably said essentially what was said on Twitter; it will most likely be followed by other entries. I think writers take such comments and really embellish them. A good example would be all the articles taking "conclusion" from the site and interpreting it as, "This is it, the final one."
  2. Nice observation on the clock, never noticed that. As for the safe, my take was it was indeed Stan who left the safe there given that Guybrush (and the hover-over text) reveals at the end that Stan was behind the gaudy chest.
  3. I agree, but I would also add that even when Guybrush opens up the chest, he takes the Secret and disappointment in stride. He still moves on from it for better things. LeChuck's crew all bailed on him because they were horrified what would happen because he does not handle frustration or disappointment well. That is perhaps a key difference between Guybrush and LeChuck. Guybrush can move on while LeChuck is defined by it. The idea of him keeping the key because he never have up on it is a fascinating one, but he seems to have set it aside to start a family, at least for now. I really like this take as well.
  4. I think @Jakesaid it best a few days ago. The lack of a confrontation with LeChuck in some ways showed that Guybrush was finally free from this perpetual state of constant rivalry with LeChuck. At the end of Tales, Elaine claimed Guybrush was finally free from his fate with LeChuck. In a way, this game proved that. Guybrush didn't need another showdown with LeChuck to win. He simply moved on in a way. I was initially a little disappointed that there was no final confrontation with LeChuck, but once I saw that short epilogue with LeChuck fighting over a meaningless chest in hell, that's all I needed. We've had five games of the typical showdowns: this one was a nice departure and a meaningful one too in my opinion. Guybrush moved on in his life and past his battles with LeChuck and obsession with the Secret to start a family, while LeChuck was consumed by it and stuck fighting for something that would not advance any of his plans in the slightest. Throughout the game, and specifically his diary, it's clear that LeChuck was in denial about how much his hatred for Guybrush drove him along with the Secret. His attempts to claim that Guybrush was more obsessed over the Secret seemed like he was projecting his own obsession onto him. In the end, Guybrush was able to move past it, while LeChuck was consumed by it. Even his animatronic is stuck in that perpetual state, which compliments his epilogue perfectly in my opinion.
  5. I mean, at the end of the day, it's meant to be a joke. I don't think Ron and Dave forgot so much as they simply didn't want to repeat themselves.
  6. So with Return to Monkey Island now out, headcanons are probably even more in-depth than ever. Return was one of the few games I played that seems to openly embrace and encourage individual interpretations and head-canons. That being said, I thought it would be cool to have a thread to discuss headcanons just in general. Not just about this game and its themes and endings, but how it's framed the entire series for you. Anything from Secret to the Voodoo Lady's agenda. Below is my (current) headcanon for the entire series. TLDR: Not important enough, just feel free to share your own headcanons. ----- The entire series is largely real, not fantasy, though embellished here and there by Guybrush and the reimagining of his son, which I personally view as the framing of every game in the series until Return, where Guybrush steps in as the unreliable narrator. Guybrush was an orphan, abandoned by his parents and bullied by his peers for his name and only found solace in a pirate themed amusement park/carnival. He was attracted to the pirate lifestyle as it seemed to be exciting and a way to make a name from himself. Once he was old enough, he finally decided to pursue his dream, dropped out of school, and left for Melee Island to become a pirate. Not too long ago prior to this event, LeChuck had met Elaine while he was in Melee to recruit for his expanding crew and pick up Voodoo supplies. Upon becoming obsessed with Elaine and being told to drop dead, LeChuck approached the Voodoo Lady and asked what it would take to win Elaine. She informed him the Secret of Monkey Island held many rumors of promises, enticing LeChuck to embark on a journey to find the secret. A few days after setting sail, the Voodoo Lady conjured up a storm that destroyed his ship and then influenced a trio of sharks to rescue him and wash him ashore on Blood Island. The Voodoo Lady was keen to contain the more dangerous forces of voodoo in the Caribbean and saw LeChuck as a means to absorbing them so they can be collectively neutralized by another individual, who she eventually saw in Guybrush. She was manipulating their battles to not only contain the dark forces of Voodoo, but to also compel one of them to finally unearth the Secret and lay the mystery to bed once and for all. The Caribbean had pockets of voodoo energy that converged from the Crossroads in several areas, such as Terror Island, the Rock of Gelato, the swamp on Lucre Island, but especially underneath Monkey Island, which was demonic energy and pure evil in nature. In the course of his adventures, Guybrush tried to make sense of his parents leaving him, even having a disturbing dream in MI2 that was indicative of them leaving him when he needed them the most. By the end of Return, Guybrush left the secret behind him, which was nothing more than a T-Shirt. In reality, the Secret was that Monkey Island was a convergence of multiple dimensions and pockets of time, with one being the gates to hell itself (Big Whoop). Both LeChuck and Guybrush actually knew the secret the entire time since the first game, but since it wasn't clearly labeled, they didn't think it was the Secret and believed they never truly discovered it. Stan used this to his advantage to make a fake secret as part of a marketing ploy, but the true scope of his profit scheme never came to fruition due to his various legal predicaments. In the end, LeChuck lost the faith of his entire crew and was enveloped by the promise of the secret, fighting for eternity in hell over an empty promise of power and wealth. Stan used the many adventures of Guybrush as inspiration to create a new theme park based off his adventures and the various characters. Guybrush became his best customer and the two became legitimate friends, to the point that Stan trusted him to shut down the park. The park was based off each game, with the prize for Big Whoop being an E-Ticket and the Secret being a T-Shirt (as was Stan's ploy before the park as well). Guybrush, having done enough adventuring for a lifetime, semi-retired from piracy and became a flooring inspector, with him and Elaine pirating as a vice. They wanted to start a family and had a son. Guybrush often told these tales (Tales of Monkey Island) to his son, embellishing here and there, with his son also taking liberties at times. Guybrush combined his tale of the Secret with Stan's carnival, finally taking his son there himself sometime later. The Voodoo Lady, having finally achieved her purpose of containing the darkest of voodoo energies and closing the door on the Secret, also retired and worked at the amusement park, perhaps even spending her time off searching for De Cava and finally reuniting with him. In the end, Guybrush gained everything he wanted, but only through immense hardship that showed him what really mattered (like the Voodoo Lady once said in Tales, her guidance may very well have saved Guybrush from himself). He now has a family and became the parent he always wanted his parents to be for him. He forgave them, but vowed to always be there for his own family no matter what. ---- Other pieces of my head canon: Herman was Elaine's maternal grandfather. His real name was Haratio Torquemeda, but took Marley as his last name when he married Elaine's maternal grandmother. It would fit with Escape's narrative of Guybrush as being seen as Marley. LeChuck is truly not Guybrush's brother, but his original name was Charles and nicknamed Chucky. He renamed himself to LeChuck when he became a pirate. LeChuck's voodoo priest was something of a mentor to him in younger years and instilled within him a drive for power. He would later recruit him into his army years later when he became a fearsome pirate. The five death tarot cards in Curse weren't just referring to Guybrush faking his death twice in that game, but also his murder at LeChuck's hands and Elaine spraying his ghost with voodoo root beer in Tales, and him being declared dead in Escape.
  7. I mean honestly, I don't think anyone here will be able to say something that will serve as an "ah-ha" moment. I could be wrong of course, but I don't think it's possible to convince someone else that the ending is good; it has to come from that person's experiences and thoughts. I think some the epilogues paint a clearer picture on what happened to certain characters. I feel that there is enough evidence to support multiple interpretations. I myself am operating under the interpretation that LeChuck and all the other characters are not simply animatronics and I don't feel Ron puts a lot of pressure on that not being true. Yes, on the surface, it seems that it's being heavily pushed as fantasy, but again, many of the epilogues (along with the fact that Elaine says the story gets crazier each time Guybrush tells it) makes it clear to me that Ron doesn't want to dictate it to the player. It's an ending not for everyone, and I wish I could say something that can make it clear why I found such satisfaction from it, despite 10 initial minutes of emptiness, but I don't think words alone will do that. I made many posts about it within the last week or so, but I'm not sure if that makes it clear enough. Someone else here could perhaps make a better case than I.
  8. Root beer I think would still have some affect on LeChuck, similar to Tales. Guybrush was meant to stab LeChuck with a cutlass soaked in root beer to injure his spiritual portion. I imagined that once LeChuck was captured and soaked with root beer, they would collectively stab him multiple times to weaken him. Even if he's a zombie, there is still some spirit in him from his resurrection.
  9. The reason I put Return first was because not only do I find it a great game on its own, but it made me appreciate the other games even more. So, even as much as I love the other games and have nostalgia for them, Return actually makes me appreciate them even more now knowing what's been established in Return. It reframed how I view the entire series in a great way.
  10. In a way, it's sorta satisfying. They can troll all they want: they didn't stop Ron from making the game he wanted to make. The game was very well received by both critics and fans. They are spamming some review sites, but it's just sad at this point. They are only robbing themselves of a great experience because they can't look at something with mature and open eyes. Granted, I don't think every negative review is a troll, but there is definitely some review bombing on certain sites.
  11. Perhaps not as noteworthy, but I like the detail in LeChuck's diary that implies he used voodoo magic to conjure up a perpetual storm over his ship to keep seagulls away from stealing his kippers. Explains why it's almost always storming on his ship. It also made me think of his fortress in MI2, which was described as hidden by an endless storm, so perhaps that was also due to voodoo magic to keep it hidden. Lastly, and this is more of my head canon, it sorta gives an implication to the "mysterious storm" that sank LeChuck's ship when he was originally going after the Secret before the first game. If it was voodoo magic, my head canon is that it was the Voodoo Lady, as part of her agenda, who conjured up the storm, then sent out the sharks to rescue LeChuck (she displayed in Tales she can influence creatures) and used them years later to monitor Guybrush on his quest to Blood Island.
  12. Not sure if anyone else noticed/posted this, but when you find Herman, you can use the pieces of paper on him and he'll reveal that they're from him. They are pages from his copy "At the End of the Plank" and he was using them to help mark his way throughout the cave.
  13. Yeah, I should also point out that I very much enjoy Escape, both in gameplay and story. It's just a testament to how much I enjoy the others and not a testament to how bad it is. There are several things I would change, such as how Murray was used, but I still very much enjoy it.
  14. From both a gameplay and story perspective: 1: Return 2: Curse 3: MI2 4: MI1 5: Tales 6: Escape From strictly a story perspective: 1: Return 2: Tales 3: MI2 4: Curse 5: MI1 6: Escape
  15. I've been meaning to buy that book for years now. Really should order it now to see more of the real inspiration behind the series.
  16. Yeah, Harness did a great job and also sounded very organic. My biggest fear was that his take would sound very forced, but it didn't at all. Others have said it, but I think a change in voice actually complimented the take on the character for this entry. LeChuck seems lost in this one: his diary shows that he was still terrorizing the seas but unable to let go of his lust for Elaine and his obsession for revenge on Guybrush. His sudden decision to search for the secret again is almost like a mid-life crisis. He's attacking the seas, but still doesn't have control over them or Elaine and resorted to the last potential source of power he knew about. He's in denial on how much his hatred of Guybrush drives him and projects his own obsession about the secret onto Guybrush. By the end, he lost the faith of his crew and killed some of them while the rest abandoned him. He was left alone to fight for what was eventually revealed as nothing more than a T-shirt and was enveloped by his lust for the secret. Guybrush also remarks that LeChuck's ship seems like one giant mid-life crisis, so I think this was indeed the theme Ron and Dave intended to come across for the character.
  17. Regarding the lack of Monkeys on Monkey Island, beyond being an inside joke, perhaps it's also an indirect reference to Escape, where all the monkeys leave.
  18. I think this is the first time in the series where I would be perfectly fine if this was the final one. I might actually prefer if it was. Ron tweeted earlier that he would be surprised if this was the final one. I actually love the fact that I'm now afraid of them making another one, as opposed to them never being able to make another one. That's simply a testament to how well I feel this one ended.
  19. I went for an hour walk today and could not stop thinking about this game. Yes, it hasn't even been a week, but it has stayed with me and most likely always will. I think, in some ways, the best way to sum up the ending to this game is that if someone simply read it on paper, verbally heard it, or watched the ending on YouTube, the entire message would be lost on them. You need to experience the full journey and context yourself to truly understand and appreciate it. Yes, even then it might not be for everyone, nor should it, but I think at the very least it can be appreciated for what it is. I guess in some ways, that's why I get a little annoyed when I see some the top rated comments on YouTube for the ending are "yet another meta ending" and are clearly from people who didn't play the game, didn't give it a chance, and simply searched for the ending on YouTube. Yes, there is some meta subtext to the ending and, truthfully, the game earns it because Monkey Island is one of the first games and series to have done it right. Beyond that though, there is so much more going on to appreciate and the game also invites you to give it some thought as well. It doesn't simply dictate the ending and themes for you, it invites you to put your own spins on it. It creates an experience that is personable for each, individual person, with no one correct answer and interpretation. I think that's the reason why so many of us here have had a similar experience when first experiencing the ending, myself included. Initially, I felt empty and questioned "Wait, that seriously can't be it?" Then, I kept thinking about it, I replayed the final section several more times, listened to more dialogue, opened the chest containing the secret, saw different epilogues, and I immediately appreciated and loved it. I never played a game where my reaction did a 180 in the span of a few minutes. The game and ending is absolutely brilliant and keeps giving back. Monkey Island has always been great with storytelling, especially when it comes to environmental clues. A favorite example of mine is actually from Tales. That game has a line from Morgan in chapter III that she can speak a little monkey. At the time, it seemed like a simple throwaway joke, but then in the next chapter she mentions she communicated with Jacques the monkey, who informed her on the scope of LeChuck's plans. It wasn't explicitly stated in that scene, but the player could surmise that she could speak to Jacques because she spoke a little of the language. It's just a nice subtle form of storytelling that invites the player to connect the dots. Each game does it to a certain degree, but Return does this in a spades to an amazing degree. It's ingrained in almost every line of dialogue and location. I initially thought that there was something truly disturbing going on beneath the surface of the series. While that can still be seen as accurate, I think the reality is the opposite; there was something truly wholesome going on just beneath the surface. A father bonding with his son and retelling tales of his life, whether they are 100% accurate, embellished, or fantasy. It's up to each, individual person to decide.
  20. In the cutscene that features LeChuck and Madison fighting each other in ship combat, there's a ghost chicken floating on a piece of wood, similar to the opening of the The Curse of Monkey Island. The ship combat itself was something pretty exclusive to that game as well, so a pretty tidy reference.
  21. Also, if you look at one of the knocked over torches in the shipyard, Guybrush will say "It lit up the place, like a carnival"
  22. Should you mention the Secret to Stan, he says it "takes him back." Perfect foreshadowing for that chest at the end.
  23. If you look at the grease in the scurvy dog shack, Guybrush mentions the place could use a swabbie and then comments how he would never be a swabbie.
  24. In the crow's nest of LeChuck's ship, you can see three sharks swimming in the ocean. Might be a reference to the sharks from Curse that followed Guybrush everywhere. I also think that Stan handing Guybrush the keys at the end were Ron and Dave's way of saying they are giving the player the literal keys to make their own ending and interpretations.
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