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Wednesday, December 18, 2013

Tales of Monkey Island: Chapter 5: Rise of the Pirate God.

Chapter four concluded with various surprising twists in the storyline, plus an inference that changes should be expected in the closing moments of the final series.  Can Elaine punish Guybrush if he truthfully passes the criteria of pirate bravery to her?  Does Guybrush's fate end forever? Chapter 5 is the last chapter: The Rise of the Pirate God.  In this chapter, Guybrush is in the after world of pirates and he’s expected to connect the cracks so that he can return and be with the living again, rescue Elaine, and reconcile his issue LeChuck forever.

Elaine's short courageous minute where she tries to punish Guybrush towards the ending of the earlier chapter finally doesn’t go anywhere, plus Guybrush needs to save her one more time from LeChuck's control. Inevitably, the pirate eternal life converts into three locations encouraged by the triangle of missions from The Secret of Monkey Island: Swordfighting, Thievery, and Treasure Hunting. Guybrush searches the eternal life for vaguely quantified elements to finish a voodoo spell, and in the long run his scavenger quest goes via the land of the living and deceased to finish the voodoo he has to halt LeChuck.

Tales of Monkey Island Chapter 5 Rise of the Pirate God

The central idea of this new sequence is to interpret the older series' well-known personalities in a fresh way, from LeChuck's altering behaviours, to the pox plague, and lastly to Guybrush's and Elaine's makeovers within the peak of this chapter: Elaine the demon fiancée whom LeChuck has desired consistently, and Guybrush takes a leaf out of LeChuck's playbook and goes back to the physical universe in the form of a spirit and a sleepwalker. The voodoo woman appears on several occasions; however, her exertions appear a lot more scheming compared to what they did earlier, whilst the additional personalities slowly become aware that she’s accountable for the on-going fights between Guybrush and LeChuck.

The last chapter provides a bit of improvement within the gameplay in comparison to the usual record mix-and-match in earlier chapters. The sword fighting trial is a really intelligent shot on the concept of offensive sword fights, where Guybrush currently needs to equal his retaliations to two separate announcements that make sense with the two of them and not just one.  Apart from the reappearance of the disputed Morgan, the key personality that shines on this occasion is a robber.  Guybrush has to fight his brains against him and ends up being the best supporting character that the sequence has come into contact with. The ending is indicative of earlier Monkey Island games, when Guybrush is tossed everywhere by a revengeful LeChuck whilst he attempts to discover some way of turning the tables over.

Towards the ending of the game, at the point where Guybrush confronts his last hunter search, the appropriate places he has to  go and see extend between unrelated landscapes that he’s been to already.  Similar to earlier chapters, the game includes a Monkey Island convention by moving via a huge voodoo formula with a freely translated constituent list, although the fresh sequence handles brain teaser resolutions in a different way: inside the older series, the voodoo procedure is customarily followed by a combination of puzzle solving plus a lot of the necessary components are there for you by now, therefore you’ve got to take something that you’ve utilised already and work out fresh ways of looking at it; in the fresh sequence, due to the tinier scope and inventories, the voodoo techniques generally exemplify  an assertion towards your future activities by informing you about the things you should search for, instead of making you interpret what you’ve already got again.  Consequently the voodoo recipes frequently make usage of things that don’t have any additional intention apart from fulfilling the recipe's needs.

Style wise, the pirate eternal life isn’t as drastic or as folklore driven like, for instance, the Realm of the Dead in King's Quest VI: Heir Today, Gone Tomorrow. The afterlife universe is mainly unoccupied and dull plus there isn’t a really transparent image of exactly how the pirates (who are not dead/undeaden) universe works. Guybrush's motive for not seeing the eternal life in more detail is because he has a dying impulse to follow LeChuck’s path and cross the opposite side. The final chapter manages to handle with the big queries that lie beneath the fresh series: why does LeChuck keep on annoying Guybrush and Elaine, why Guybrush and LeChuck are destined to battle with one another, and what’s the score between Guybrush and Elaine.

One of the biggest strengths of the Tales of Monkey Island sequence is the new takes it has on its characters.  Moreover, it has an excellent storyline.  This last chapter is successful in both of these aspects. At the core, the fresh sequence is a narrative that is spread out by using brain teasers, instead of a lengthy set of puzzles that are searching for a narrative. Its flaw is because the scope of the periodic episode is smaller; the drawbacks of using similar locations again and personalities, and an intermittent unevenness amid the strong points of the core tale arc, plus its personalities alongside the adjacent missions and supporting personalities stumbled upon on the way. The Tales of Monkey Island sequence takes some brave strides in interpreting the Monkey Island mythologies again, and whilst the sequence is really successful at winding up a few of the bigger queries it raises, it appears to be determined to further investigate them at some point during the future.

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