Jump to content

Home

BaronGrackle

Members
  • Posts

    513
  • Joined

  • Last visited

  • Days Won

    11

BaronGrackle last won the day on October 21 2022

BaronGrackle had the most liked content!

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

BaronGrackle's Achievements

Proficient

Proficient (10/14)

  • Posting Machine Rare
  • One Month Later Rare
  • Very Popular Rare
  • Conversation Starter Rare
  • Week One Done Rare

Recent Badges

476

Reputation

  1. The museum is where Carla's old house was. In the yard is playground equipment, and Guybrush comments he used to love playing on these things.
  2. The Prelude was what shocked me. Watching the end cutscene to MI2 rewritten... seeing Booty Island again, in park form, including the spitting contest grounds... Guybrush appearing and teasing "Boybrush" about changing the endings? The Prelude told me not to trust MI2. I inferred this also meant not to trust MI1, and was encouraged not to trust MI1 when Carla's old house had literal playground equipment Guybrush remembered fondly! I played the entire game AFTER the revelation that the previous games weren't reliable narratives at all. So no, the ending wasn't a shock for me. LAFITTE'S ANCHOR!!
  3. At the very end, after going down and down deeper into The Cave throughout the course of the game, you somehow end up back at the entrance gift shop (similar to going deeper and deeper into the Monkey Head until you arrive at Melee again). The worker on shift gives you a large key to go in the backroom and get items of heart's desire to replace the three items of heart's desire that YOUR team wants. You go through a section you already went through when the game began, only now it's closing time. Death spike pits are disassembled and packed into boxes... spotlights are suddenly here at certain places... the beautiful waterfall is now lava on the verge of cataclysm... the usual closing time stuff. You grab the new items and trade them at gift shop, each team member getting the object their heart desires most. Characters who hold on to this object end up trapped in the Cave and can be seen dead in the next playthrough, while characters who give the object back are able to leave.
  4. I'm replaying The Cave again. It's another story where, at the end, it's closing time at the attraction and time for me to take a literal key and get things ready for shutdown. And also it's never made clear if anything is real or imaginary, how exactly the characters got here, whether they're living or dead, etc... I think Ron has a meta idea in his head that has leaked out in various video game endings recently, and there's nothing wrong with that. Ask me at the right time, and I can see Thimbleweed Park as "life has no meaning but we live it anyway and that's the right thing to do".
  5. So... it really is a time travel story, isn't it? The Dial of Destiny is surely a time machine.
  6. I've said before: I think it's impressive that Curse's first menu is lazy banjo music in a swamp (https://pirates.fandom.com/wiki/Old_Man_in_the_Bayou), and its opening scene is your main character coming up to a battle between a pirate ship and a fort - while literally riding a ride cart. I don't think there was hate for the theme parkness of MI2.
  7. Earlier this year, I thought I was done as a Star Wars fan. Funny how things work.
  8. Ohh, you're adding Hangman too?! 😃 (a-yuck, a-yuck)
  9. Okay, I'll ask. Is there a page that talks about the rules? Or objectives? I just typed in some random LucasArts proper nouns, it said I failed miserably, and that's fine. But what should I be trying to do?
  10. To be fair, the Ship Combat section of CMI is the most arcade-leaning sequence in the entire franchise. I'm pretty sure they were trying to fulfill the plans for ship combat in Mutiny on Monkey Island, but the result is a sequence that leans closer to the Indy 3 sections of fistfighting or flying the biplane. I'm sure they asked themselves if such sections had a place in adventure games by 1997.
  11. So there's no way to have LeChuck's pamphlet completely unchecked, right? It stays blank through Part 3, but starting with Part 4 a lot of them are mandatory? I think filling out the application at the 49th Parallel is always "bear false witness", getting Locke Smith's key is always "commit fraud" (maybe not on casual mode), Herman's key is always "betray trust", Bella Fisher's key is always "destroy the beautiful", the Brrr Muda key is always "destroy the beloved", and then for Part 5 stabbing the statues is always "inflict bodily harm". I thought every Elaine conversation at the start of Part 5 triggered "throw tantrums", but someone on reddit said you can avoid that with the right answers. (I'm not sure what counts as a tantrum; I had previously thought it was triggered when Guybrush yelled at the locked chest in that montage at the end of Part 4.) Does anyone have other insights? Or are we pretty sure these checks are mandatory?
  12. The best Monkey Island tabletop game is The Princess Bride Adventure Book Game, where you play different characters in key scenes of the film, but you're basically playing as the grandfather trying to keep his grandson's interest. If anyone is aware of a more Monkey Island tabletop game, please let me know.
  13. So hey... are there very many of these in RMI? Apart from the Prelude and the endgame's emerging from the alleyway... - Literal playground equipment at the museum, where Carla's house was. - The Mêlée cook's reaction when you get funding for an amusement park. - The Chums seems like those interactive park games, where you find marked areas and/or interact with cast members for clues. - Could the Queen of Brrr Muda be the same sort of game that we equate with "beat the swordmaster" in MI1? Have a lot of people worn that crown? - Could the Terror Island key be a maze event? - The Part 5 sequence beneath the Monkey Head could be a maze or escape room thing. It feels like there's less of the subliminal "neighborhood or amusement park seeping in" than there was in the original games. But maybe that's because the main story is sandwiched between that Prelude and the Ending, so extra references would be too on the nose.
  14. I haven't played the games, but I've watched most of the King's Quest ones... and I'd argue that they're "sending up fairy tale tropes" a lot of the time. Defeat a dragon with a bucket of water (twist on ordinary dragon slaying). Get by a troll by bringing a goat (because Three Billy Goats Gruff is a story). Follow the witch to her cottage and push her in the pot (because Hansel and Gretel is a story). Guess the little man's name, and it's NOT Rumplestiltskin but a word puzzle based on Rumplestiltskin (that we probably can't pronounce). I'm not as well versed on the sequels, but I know KQ3 lets you steal porridge from the Three Bears' house again and again, as they take walks again and again, because Goldilocks is a story. These stories are dark fantasy comedies (apparent from the funny death scenes, even) that strongly reference fairy tales. So when you play/watch a King's Quest game, you often find yourself thinking, "Oh, this is the thing from that other famous story, but they changed it in a funny way!"
  15. I actually just post here, the Thimbleweed Park forums, the Monkey Island subreddit, and a few comments on youtube and twitter. But I do READ the adventuregamers and steam forum threads for Monkey Island, so I probably am referencing something you also read (or wrote).
×
×
  • Create New...