Praise for two of the best puzzles in MI, ever! (Spoilers)
Ok, just to set the record straight before we even start, today's episode, Lair of the Leviathan, was just so perfect. Telltale have really got the exact tone, difficulty and level of humour to an absolute tee. BRAVO!
This is most obvious in two of the greatest standalone puzzles in the history of Monkey Island. Don't read on unless you've finished episode 3, you really don't want them spoiled for you.
Firstly, the Face-Off scenario. This had everything confrontational about Insult Swordfighting, with none of the trial and error (and none of the wiseguy cracks). Now this meant that the puzzle itself wasn't hillarious, but the method of completion and the joy at the faces they pulled was well worth it. Acquiring all six faces was a joy, and at no point did I think "Gah, they really could've extended that one a bit." Then, bringing it back later just once for the interrogation was lovely, and gave the whole episode continuity. And, if you were missing the "fill in the punchline" nature that makes Insult swordfighting so great, Telltale fill the gap with "Phrasebook Manatee Flirting", which was quite easy, but oh so hillarious! So, overall, my Insult Swordfighting stomach is well and truly full without even drawing my cutlass from its scabbard.
Secondly, the Voodoo Lady possession puzzle, in particular the tarot cards. I think that it would be a sin not to release these cards afterwards, sell them in the shop as a set or just let us print them out or SOMETHING! Using each card as either an actor, process or target took just a couple of moments to work out, and after having completed it the first time, the feeling of having solved it was a nice one, but nothing special. But the fact that the same process must be used three times, once to go back to your own body...I just felt like applauding! Really satisfying, completely hilarious, and something completely unlike anything we've had in any MI game.
So, two of the best puzzles in MI history? Discuss...
This is most obvious in two of the greatest standalone puzzles in the history of Monkey Island. Don't read on unless you've finished episode 3, you really don't want them spoiled for you.
Firstly, the Face-Off scenario. This had everything confrontational about Insult Swordfighting, with none of the trial and error (and none of the wiseguy cracks). Now this meant that the puzzle itself wasn't hillarious, but the method of completion and the joy at the faces they pulled was well worth it. Acquiring all six faces was a joy, and at no point did I think "Gah, they really could've extended that one a bit." Then, bringing it back later just once for the interrogation was lovely, and gave the whole episode continuity. And, if you were missing the "fill in the punchline" nature that makes Insult swordfighting so great, Telltale fill the gap with "Phrasebook Manatee Flirting", which was quite easy, but oh so hillarious! So, overall, my Insult Swordfighting stomach is well and truly full without even drawing my cutlass from its scabbard.
Secondly, the Voodoo Lady possession puzzle, in particular the tarot cards. I think that it would be a sin not to release these cards afterwards, sell them in the shop as a set or just let us print them out or SOMETHING! Using each card as either an actor, process or target took just a couple of moments to work out, and after having completed it the first time, the feeling of having solved it was a nice one, but nothing special. But the fact that the same process must be used three times, once to go back to your own body...I just felt like applauding! Really satisfying, completely hilarious, and something completely unlike anything we've had in any MI game.
So, two of the best puzzles in MI history? Discuss...
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Comments
and the face-off
and the interrogation
and the locket thingy
and the tarot-game...
God this episode is great and I still need to play the finale.
Puzzle wise as well as humor wise. So far my absolute favorite.
I hope ep4 and 5 get even better though!
The voodoo card puzzle was genious.
The best part was the combination "de singe" "curse" "traveller"
I literally laughed at this, and also at other things.
Murray was hilarious aswell.
You did an awesome job with putting him into the game as not just fanservice, but as a character who has a point in the story and is really funny.
I'll save more of my appreciation for the various other appreciation and discussion threads.
Maybe I'm still high off of the new chapter adrenaline rush, but I'm leaning toward agreeing. Maybe not the best puzzles in the history of the franchise, but certainly the best puzzles in ToMI. Fun, inventive, original...almost everything that made Insult Swordfighting great the first time, but with none of the tediousness (none of the quotability either, but I guess you can't have everything).
Oh and the "monkey" face from the faceoff was SO GOOD! I was dyin' for a good minute or so! Overall, this chapter was so worth leaving school early to play and this game was SO WORTH paying $35 for.
I really liked the tarot part... XDXD
This just fit so well with what the Voodoo Lady is all about. Brilliant.
Face-off might not be quotable, but you could always practice pulling the faces
I was a little dissapointed we only got 3 cards. I wanted to try a few more combinations with some other characters. In fact there was a moment I was thinking how to just fold that Club 41 napkin and make a Murray card.
Oh my gosh, I'm SO GLAD it wasn't just me! I was desperate to make Murray a part of that little game.
Yeah, that would have been a nice touch! But i liked how pure the puzzle was, with no external influences. Perhaps near the end Guybrush could acquire a whole pack and that sort of thing could happen. Who knows!
I can't work out whether or not it’s a good thing that I didn't really need any thinking / stuck time. Even though the puzzles seemed more complex I was not actually stuck once (I was in both the previous episodes for a bit)
It made the whole episode flow amazingly well but finish sooner. Hmmm.
All in all though, the best TTG episode I have played for pure immersive enjoyment.
so funny how the voodoo lady goes all wobbly-wobbly when guybrush got hold of her :' )
still, I don't really like several "restricted" puzzle-dependencies in this chapter, for instance, deCava provides you with a can/mug at a certain -random- point and you can only get the tongue of the manatee when you're aware of it's whereabouts (by conversation). The same goes for DeSinge in the 1st chapter, who's "busy" at first because you punched a dude's nose and he's free at a certain point in the game. I'd like the game to be have a more static environment with the player being the only "dynamic"-object (that changes in time by -my- doings)
so, my preferences:
a. me being able to get the mug at any time rather then the mug being given to me at a certain (random) point
b. the tongue being "aquireable" (:3) at any time, independant of knowledge or conversation [which gives room for trial and error too, and any given action performed with zero result at a certain point t will have the same effect on any time t+i, if the environment has practically not changed that is]
c. The doctor being out/in -until- I have done something to change that (as in a -direct- action, like actively removing a patient -- the doctor being 'out' at first is in fact dependant of your progress, but there's no logical step to change that situation)
"The Dig" (a lucasarts point n click, which most of you people probably know) had loads of these sort of "puzzle dependencies", lot's of them involving conversation... [first talk with Bla before you can use item bla with object bla] this is -really- frustrating when you've saved you're game, then talk with Bla, reload, and then not being able to use item with object o___o (does anyone still follow me? ) The game-character shouldn't be a virtual knowledge-database of the player, which keeps track on the hints that were given - the player should be it's -own- knowledge-center (the game doesn't know what the player knows, and that -shouldn't matter- if their puzzle-architecture is modulair enough).
still love chapter three
cliffhanger was a little unsatisfactory
though Murray, Bugeye and wobbly wobbly voodoolady definately made my day!! ^___^
Interesting; I thought this chapter was the easiest of the lot. I wasn't stuck much or for a long time in the previous chapters, but I never got stuck in LotL at all. Everything seemed pretty much straightforward.
This isn't really a complaint - the story was great, and I certainly enjoyed the variations on insult swordfighting as mentioned in this thread. Also, it's quite possible that I was having a good day, and in fact if I hadn't solved some of the puzzles before actually coming up against them (such as
But given that there weren't so many locations, it was always going to be difficult to make the puzzles truly challenging while keeping them logical ...
I'm inclined to agree on the face-off - I can't remember when I had so much unrestricted fun with a video game. "He's got the... nasty... fisheyed... geezer!" Couldn't stop laughing until I tried most combinations.
It didn't seem straightforward to me all the time, but it was definitely easier than the first two.
The voodoo card puzzle was allright, but it was really really easy. I had it done in under five minutes.