Mini-review of Escape from Monkey Island Introduction: Escape from Monkey Island is the fourth game in the MI series, so perhaps one shouldn't be surprised to see a fair amount of "theft" from the previous games. I started the game with no real expectations, and as a result was pleasantly surprised. Lucas Arts has managed to produce a game that I found to be fun to play (with very few quibbles). Graphics (quality, animations, cut scenes): EMI is a visual treat from beginning to end. The artists have managed to capture the tropical island atmosphere and "feel" that was so wonderful in the first Monkey Island game; I don't know how they did it, but I am not complaining. Sound (music, voices, special effects) I don't usually notice the music in a game unless it is very good or very bad. I noticed the music in MI4, and liked it very much. Caribbean in flavour, and supported the story throughout. The voice acting was top notch throughout. Some of the voices took a bit of getting used to, but the acting was so good that I have to applaud. Now, for the best part of the game; the cut scenes. They took these fairly crude 3D characters and brought them alive. The cut scenes are some of the best I have ever seen; characters are brought to life on the screen right before your eyes. Story (plot, theme, depth): The story is a bit silly and contrived, but for a cartoon-syle game, it seemed to fit. In many respects, it was the usual adventure game plot -- character must do something trivial which quickly turns into a quest to "SAVE THE WORLD AS WE KNOW IT". Oh well, it's tough to create an adventure game which isn't quest-based in some manner, and saving the world is obviously enough motivation for even the most blase gamer. EMI contained much of the same humour as the other games in the series, with a large dollop of self-ridicule added. It may have been juvenile and self-referential, but it still tickled my funny bone just fine, thank you. Characters (depth, development, interaction): The characters were fun, and Guybrush, Elaine, and the bad guys were pretty well sketched in by the time the game was finished. Some of the characters seemed to have been merely stuck in so people of previous MI games would see some old faces; they certainly weren't needed for the game in any real way. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): There are some timed sequences, as in every other Lucas Arts' game (grrr). There are some puzzles where it's not obvious what you are supposed to do, or even why you should be doing anything at all. Some puzzles didn't work well at all until after you had completed some other actions. My wife and I had to consult a walkthrough twice, and in both cases, we just shrugged at the answer; there was no way we would have ever figured out the sequence of actions needed. Overall, I would consider the difficulty of the game to be completely reasonable, with only a few exceptions. Oh, one last comment; the game seemed to saddle you with an amazing amount of inventory items which had no use at all. Some items stayed in your inventory even after you had gotten all possible uses from it. It made solving some puzzles rather more difficult than they would have been otherwise, so maybe this was intentional. Controls (user interface, save/restore, sound/video adjustments): First the good points. The inventory management system worked well, and was a definite improvement over the system used in Grim Fandango. It was quick and easy to store, retrieve, and interact with anything in your inventory. The save-game system was wonderful; to save a game, just hit F1, and then hit ENTER twice. This would automatically save a game in an empty slot and attach a picture to it. A nice touch was the ability to save a game in the middle of a conversation. I save games a LOT, and there were no lack of slots, nor was it difficult to find a previously saved game. OK, here's where all the quibbles really get together into a big pile. I am NOT complaining about the keyboard-only control system, but I must squawk about it's suitability for this particular game. The keyboard control of Guybrush was quick "fiddly", especially in a room very densely packed with objects that you wanted to look at. I think that keyboard control worked worse in EMI than GF, for two reasons: scene density and camera distance. EMI was a very "dense" game, with many ojects you wanted to look at and get Guybrush's comments about. GF was much "sparser", in that there were few hot spots in a room or area that were of interest. When you have a bunch of hotspots in one view, a mouse really is a superior tool for pointing at all of them. Moving your character around to look at each object in turn can get to be irritating, and it became really easy to miss some items this way. We even missed a puzzle solution because of this exact issue, and needed a walkthrough to tell us that we had missed an object in a room. EMI also seemed to have some incredibly distant camera views compared to what I remember in GF. These distant views made for very nice cinematic effects, but made it a real bugger to guide your itty-bitty character around from a distance that felt like miles. I think even a mouse would be difficult in these cases, since the character (and locations) were so tiny. Bugs or problems: The game crashed to the desktop several times, almost always just before starting a big cutscene. Guybrush also froze completely a few times, forcing me to kill the game and restart from a previously saved game. Pros: Great graphics -- visually stunning Wonderful cut scenes Funny (juvenile and self-referential, but still funny) Enjoyable story Great voice acting Good puzzles (on the whole) Great save game system Much improved inventory system (from GF) Cons: Timed sequences A few almost impossible puzzles (for me anyway) Some puzzles got pretty tedious after then n'th replay Keyboard control could be quite finicky in places Inventory items with no use Conclusion: In spite of some issues, I wholeheartedly recommend this game. It provided that most important of all features in an adventure game -- it was fun to play. It gets a spot on my top ten games. Note: For those that are counting, my "top ten" now has more than ten games on it now. I have trouble ranking those choice games, so they are all "top ten" for the time being. Think of them as "games I will play again", as opposed to "games I will sell" and "games I will burn".