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Tales of Monkey Island: The Siege of Spinner Cay

Score: 90%
ESRB: Not Rated
Publisher: Telltale Games
Developer: Telltale Games
Media: Download/1
Players: 1
Genre: Adventure

Graphics & Sound:

Tales of Monkey Island: The Siege of Spinner Cay continues Guybrush Threepwood's latest adventure as he searches for a cure for the Voodoo Pox he unwittingly released upon the pirates in the Caribbean area.

As with the previous chapter, Launch of the Screaming Narwhal, The Siege of Spinner Cay has a distinctively different visual style than past Monkey Island adventures (though that style didn't remain constant over those first games either). What it has is a nice, stylized representation of the characters we have grown to love (or hate) over the years, as well as a new race of characters, Merpeople.

As with the last game, this episode's audio is top notch, bringing back many of the original actors to replay their decisively witty banter. Even this chapter's new characters like the mercenary-pirate huntress Morgan LeFlay, or Captain McGillicutty sound pretty good and don't sound a bit phoned in.


Gameplay:

Tales of Monkey Island: The Siege of Spinner Cay starts off just after the last chapter, where Guybrush has escaped Flotsam Island and has returned to the last place he saw Elaine. But when Guybrush spied Elaine, he saw her being consoled by a now human LaChuck. All ready to go after his wife, Guybrush got interrupted by a mercenary hired by The Marquis de Singe to bring back his cursed hand, and of course, by the time you finish dealing with this mercenary, Morgan LeFlay, Elaine and LaChuck are gone again. But at least you learn that they are on a nearby cluster of islands and that is where a majority of this episode's adventure takes place.

Guybrush reconnects with Elaine, but learns that the island's inhabitants, a race of merpeople, are in the middle of an argument with a pox-ridden pirate by the name of Captain McGillicutty. It seems that Guybrush isn't the only one who knows that La Esponja Grande is the only thing that can stop this disease, and McGillicutty is trying to convince the inhabitants to give him the three golden idols that are used to summon the creatures that can guide people to La Esponja Grande. So, as you might guess, Guybrush's adventure this time is to find said idols before McGillicutty can and summon the creatures so he can find La Esponja Grande and save the pirates.

Along the way, Guybrush will have to use several items he got from Flotsam Island like his Pyrite Parrot, or the tool used to activate ancient machinery (which we learn was made by the merpeople). He will have to trade insults with McGillicutty, at the cost of the Screaming Narwal's mast unfortunately and, even work hand in hook (LeFlay succeeds in taking Guybrush's cursed hand, you see) with LaChuck, even though he doesn't trust the former zombie-pirate and thinks he might be up to his old tricks and trying to steel Elaine from him.


Difficulty:

Tales of Monkey Island: The Siege of Spinner Cay is a short game compared to most adventure titles, but considering the episodic nature of it, it is actually a bit longer than most of the other ones that Telltale has put out. Guybrush's adventure in the Jerkbait Islands took me about four hours to run through, and there were quite a few places where I got stumped. But of course, these issues were resolved when I realized I hadn't talked to some NPC all the way through or didn't try some inventory item with some piece of scenery. It was never really because the solution to some puzzle didn't make sense, at least afterwards, I just hadn't thought of that combination of items before going through the systematic use of each item on my person.

Tales of Monkey Island does have a nice hint system that is adjustable to help players who keep hitting brick walls. These hints are quick statements made by Guybrush, typically about items in his inventory, at least that was my experience at one point in this adventure.


Game Mechanics:

Tales of Monkey Island: The Siege of Spinner Cay keeps pretty close to standard adventure mechanics. The 3D world means navigation isn't done by simply clicking your way around the screen and requires the use of the WASD keys, but besides that, your mouse will be used for talking to people, picking up items and of course using them in various interesting ways. Like the last game, combining objects is as simple as putting both items from your inventory into slots on the inventory screen and clicking a plus sign. If they come together and glow, you will have a new item, but if they simply make a clacking sound, the combination is no good. The overall controls and mechanics of the game are easy to pick up for both newcomers to the genre and veterans alike, so being able to pick it up and play it isn't a problem at all.

It's obvious who this game is designed for, fans of Monkey Island adventures. Unlike other Telltale episodic adventures, this one depends a lot on your knowledge of the past game, and shouldn't be picked up without having gone through the first one already, so I wouldn't recommend downloading The Siege of Spinner Cay without having already played through Launch of the Screaming Narwhal since the adventure's setup is only briefly recapped by the Voodoo Lady at the beginning of this chapter.


-J.R. Nip, GameVortex Communications
AKA Chris Meyer

Minimum System Requirements:



Windows XP / Vista, 2.0 GHz+ (3 GHz Pentium 4 or equivalent recommended) CPU, 512MB RAM (1GB recommended), DirectX 8.1 sound device, 64MB DirectX 8.1-compliant video card (128MB recommended), DirectX 9.0c or better
 

Test System:



Windows Vista Ultimate, AMD Phenom 9500 Quad-Core 2.20 GHz, 4 GB Ram, ATI Radeon HD 2600 XT Graphics Card, DirectX 9.0c

Sony PlayStation 3 Wolfenstein iPhone Sid Meier's Civilization Revolution

 
Game Vortex :: PSIllustrated