Tag Archives: Guybrush Threepwood

A pirate’s life for me and the sassy Nelly Cootalot

nelly cootalot final impressions

So far, just clicking around on the number of downloaded-but-not-yet-extracted zip files in my laptop’s videogames folder has proved pretty good. As of late, in there, I found Tower of Heaven, Ballads of Reemus: When the Beds Bite, and a number of wee little adventure games from Ben Chandler. Well, let’s add another to the list, with Nelly Cootalot: Spoonbeaks Ahoy!, an artistically impressive point-and-click game starring a female pirate hot on the case of missing spoonbeaks, which are punny versions of spoonbills. You know, the large, long-legged wading birds in the family Threskiornithidae. Yeah, them.

Again, I like weird names, and that’s what drew me to unzip and play Spoonbeaks Ahoy! over a number of other puppy-eyed indie games yipping for my attention. I knew nothing about it before double-clicking its executable; in fact, I don’t even remember downloading it or from where. Maybe a ghost did it. Going forward, for anything that can’t be explained, let’s just blame ghosts. Anyways, it’s an olden day point-and-click game obviously taking many cues from Guybrush Threepwood’s previous exploits, with a focus on puns, smarmy and sarcastic dialogue, silly-looking folk, beards, birds, and cute, colorful visuals done in a labor of love hand-drawn style. I kind of fell for the game from its very first screen. It was a combo of the visuals, the confidence brimming in Nelly, and the music (by Mark Lovegrove); right there and then, I knew this was going to be a fun, light-hearted adventure worth a few hours of my time. Evidently, designer Alasdair Beckett-King made it for–and about–his girlfriend, which is just the cutest.

Let me give you a few more details on the story, since this is an adventure game, and story is the legs keeping the gameplay table standing. The ghost of Captain Bloodbeard awakens Nelly Cootalot, the sleeping, red-headed greenhorn pirate, with grave news. Dun dun dunnn. The nearby Barony of Meeth is in trouble, with the region’s trademark species of bird spoonbeaks vanishing. Nelly’s always been a bird lover and immediately decides to unearth what’s going on there. Once she’s on the island, she can explore, talk to the locals, pick up items, solve puzzles, and open up new places via her fast-travel map before eventually putting an end to the missing spoonbeaks mystery. It does not stray far from the adventure game formula, and that’s just fine.

Puzzles generally follow the “use this item on that item” path, though a couple of inventive minigames appear now and again. One has Nelly deciphering a coded message scrawled on the bar’s wall and another is a carnival game where your goal is to hook a duck. I got through those using elbow grease and diligence, same as the final puzzle of the game, though that last one confused me for a bit until I figured out how the levers worked. I knew what I had to do, just couldn’t do it. There’s also some dialogue-based puzzles where you have to select the right response to progress, which basically leads to me trying every single dialogue option/combination I see. Thankfully, it’s not annoying, as the silly writing and one-liners are pretty enjoyable, sometimes even endearing. I found myself only looking up one or two solutions, mostly because I was on the right track, but still missing a key item or step, which left me stymied. I’m pretty much talking about the part where Nelly has to impersonate a charming Italian man booked for a flight around the world.

Alas, I missed out on the chance to participate in helping fund Beckett-King’s next game Nelly Cootalot: The Fowl Fleet!, but I’m eagerly awaiting it all the same. Kinda bummed to see the change in art direction, as I found more to appreciate there and let my imagination take over for the parts less detailed, and the new art is pretty, but looks maybe a little unidentifiable. Curious how the voice acting will turn out as I kind of already know what these fictional characters sound like in my head, and any diversion from that course will be met with punishment, walk-the-plank style. We’ll see though. I’ll keep my eyes on the horizon.

Deponia’s English translation is the trickiest puzzle yet

deponia final thoughts

It’s a bummer to have to be so hard on Deponia simply for its atrocious German to English translation work, as everything else is actually quite good–if a bit too straightforward for the point-and-click genre–but text is a large, vital part of many adventure games. They say every man carries a sword, and sometimes they need to fall on them to remain honorable, and so I say “On your knees!” to all that work/worked at Daedalic, not just the one wearing the “proofreader” badge. Your shoddy QA job cannot be ignored. But let’s get some of the other stuff out of the way first, like story and gameplay and pretty, pretty pictures.

In Deponia, you play as a rude little lay-about called Rufus. He’s a bit like Guybrush Threepwood, except completely unlikeable. He’s smarmy, arrogant, cruel, and inconsiderate, and I got all that from within the first few opening scenes of the game. I guess that’s fine since we now live in an age of many anti-heroes, such as Tyrion Lannister from Game of Thrones and Walter White in Breaking Bad. But man, he’s a bother. Anyways, Rufus is tired of living life on a literal junk pile of a planet and sets his eyes to the sky, specifically a place called Elysium, which one can assume is where the rich, clean folk spend their days drinking white wine and looking down from balconies. As he makes his way sky-ward, he accidentally bumps into a young girl named Goal being bullied by some men. Inadvertently, he knocks her down to Trash Town below and is tossed overboard after her. And thus begins the epic quest to get the girl and get going.

Gameplay in Deponia is traditional inventory management stuff. You talk to people, collect things, combines items, and use those items on people and other items to solve puzzles and move the story along. What’s really nice is that, at any time, you can press the space bar to highlight all the items Rufus can interact with, so there’s no pixel-hunting roadblocks. Occasionally, just like in Machinarium, there’s some other kinds of puzzles to play with, like fitting all the broken pieces of a glass mosaic back together or highlighting which spots to bomb in the mine via a map or flipping switches to get the tracks perfectly aligned so your vehicle can drive away to safety. Acts are divided up by brightly animated cutscenes, which only ask that you watch them.

Let it be known that the greatest reason to play Deponia is to look at it and get to the next scene and look at that. It is gorgeous, through and through, with a fantastic sense of imagination. Vibrant, colorful art makes up a lot of the screen, and the design of the trashy town areas are pretty original. The characters themselves range greatly in looks, though I guess you could say Goal and Rufus’s ex-girlfriend resemble each other somewhat. The inventory menu takes up your entire screen, though I never recall filling more than two or three rows with items, so it seems like wasted space, but nevertheless you can see everything you are carrying clearly thanks to the vivid artwork. And as I mentioned, the cutscenes are well-animated, though maybe some extra frames of animation are needed when Rufus interacts with certain items or mixes stuff together.

Alas, not all is whistles and whoops. Take, for instance, the treatment of women in Deponia. First of all, there’s not many to begin with. It’s a male-inhabited realm, with men being the forefront of everything: work, science, law, freedom, the upperclass. Obviously there’s Goal, the mumbling, brain-damaged goal of the game, who Rufus wants in the same way a kid on Christmas wants a new toy, and then the whole town tries to win her over through some strange lottery system with the mayor. Then there is Toni, Rufus’s ex-girlfriend, who exists to nag and bemoan the boy, and eventually ends up getting drugged. Oh boy. Subtlety. Lastly, there’s Lotti, who works at the mayor’s office and is constantly switching from her obviously deeper male voice to a fake, over-exaggerated high-pitch voice, time after time, because, y’know, repetition is funny.

Here we are, the real stick in the mud for this adventure game, which was clearly made overseas. Localization and copyediting. They are two different things, and both were not done adequately enough to ensure that Deponia was a quality product. Some German to English translations make no sense, as if some kind of app like Google Translate was used and nothing else, because I found myself scratching my head at some descriptions or clues. Then there’s the lack of consistency across the board, with some words capped and others not, as well as improper grammar. I spotted many wrongly used apostrophes, as well as several sentences ending in commas, not periods. Some might not notice stuff like, but I like to read along as I listen to the voice acting, mostly because I read faster than I listen and can skip ahead if I’m ready. I also ran into a couple of technical problems, such as dialogue choices appearing above the text box and the game not always responding to double-clicking to hop to the next scene instantly. Small stuff, those ones, but there nonetheless.

Deponia is an undoubtably pretty point-and-click adventure game hindered by a number of localization and technical problems. I didn’t have the worst time getting through it, nor did I find myself foaming at the mouth in general excitement over it unfolding, save for the next gorgeous piece of background art to gawk at. I simply played, looked up a puzzle solution when I got stuck several times, frowned, smiled, frowned some more, and finished it off. There are two sequels already out in the series, but I’m in no rush to see what happens next to Rufus and Goal. I’m still not over all the random capitalized “if”s in the middle of sentences.

Games Completed in 2011, #13 – Monkey Island 2 Special Edition: LeChuck’s Revenge

So I beat this game. Big Whoop, right?

Monkey Island 2: LeChuck’s Revenge is a game I wish I had played sooner. Like, maybe when I was in high school or back when I dreamed of being a plucky wannabe pirate. Alas, I only discovered it after a Special Edition was created, released for the Xbox 360 Arcade, and then put on sale a few weeks ago. Don’t worry; I’ve already said three Hail Marys and two Our Fathers, and even then I know that’s not enough repenting yet.

In this sequel to The Secret of Monkey Island–which I’ve also not played yet, grrr–Guybrush Threepwood is searching for the legendary treasure known as Big Whoop. Unfortunately, during this hunt he unknowingly resurrects his arch-nemesis LeChuck, who he defeated in the previous adventure, as a zombie. There’s also some mini-plot thing about a love interest named Elaine Marley, but that never seemed like a vital focal point of the game. This Big Whoop search will span several islands, taking Guybrush back and forth as he collect items, solves puzzles, and interacts with a host of memorable, charming characters.

This Special Edition is more than just a re-skinned game. Besides the updated artwork, which is simply gorgeous, there’s re-worked controls to help players not familiar with the SCUMM engine get along much easier. Right-clicking on an item or person brings up a wheel of options, such as LOOK AT Wally, TALK TO Wally, or even the dreaded PULL Wally. That might seem like a weird option, but I suggest selecting it, as now, thanks to the addition of voice acting, every selection elicits a smarmy response from Mr. Threepwood. And the voice acting is stellar, with every character having a strong personality that is instantly captured upon speaking. My personal favorites include Wally B. Feed, Largo LaGrande, and the constantly quieting librarian. You can even listen to this awesome voicework with the original, retro graphics and gameplay. Another addition that long-time fans are probably super excited about is that Monkey Island creators Ron Gilbert, Tim Schafer and Dave Grossman recorded commentary to go with the game as you played; I did not give this a listen yet.

The puzzles range from obviously easy to eye-stabbingly frustrating, and for those that need an extra nudge in the right direction, two new features can be used: a hint button and item highlighting. I didn’t use either to unlock Achievements come the endgame (I know, I’m a whore), but they are there if need be. For the tougher puzzles, mainly all of Part II, I had to use the Internet every now and then. Some of them hurt my head, and some of them proved almost impossible, like when you had to give LeChuck a hanky a split-second before he zapped you with some voodoo magic. That one took me at least fifteen tries to get the timing right.

Monkey Island 2 Special Edition: LeChuck’s Revenge is both a fun and funny game. Entering a new screen and clicking on everything is thrilling, and I mean that as seriously as possible. I just wanted to know what Guybrush thought about everything, whether it was a stool, a parrot, or even monkey playing a piano. Exploration and an eye for detail is what’s important here, and while the story felt a little rushed during the final showdown, it was wonderful to experience. I have the need now for more point-and-click action, and it looks like I’ve missed out on quite a collection of SCUMM-based games. However, I’ve been warned to steer clear of Escape from Monkey Island. No promises, but I will certainly try.

Fun and funny times with Guybrush Threepwood

Why did nobody tell me that Monkey Island 2: LeChuck’s Revenge was one of the funniest pieces of videogame medium ever to be crafted? Well? What’s your big excuse?! Don’t tell me it’s because you lost your monocle either.

In truth, I guess I always knew it was a bit funny, seeing as it always came up in gaming forums and such as a good time. Yet I never got to play it, or any other entries in the series, and dang it, I’m now totally kicking myself. The writing is top-notch, with some of the best dialogue choices ever to be selected. Seriously, Tara and I spent minutes trying to decide if we wanted to Guybrush to say “I’ll BE back!” or “I’ll be BACK!” These things matter, people. And while the voice acting is new for the special Xbox Live remake and done with great personality, the writing remains the same text that was typed up way back in, uh, December 1991. It takes coconuts to do some of the things LucasArts did here, but without ’em, Monkey Island 2: LeChuck’s Revenge would be a less special game; the fact that you can basically make Guybrush beg and plead for a shopkeeper’s item despite never getting it is beyond the call of duty, but oh so wonderful.

The game’s funny, but somewhere in the middle of Act II, the one where you have to find four map pieces for Big Whoop, I had to trade in laughing a few times for Googling walkthroughs. Some of these puzzles are just plain obtuse, and I have to imagine it was a real struggle eons ago when your best solution was to just click everything and then click everything on everything. More in-game clues would’ve been appreciated, and I’m not talking about the brand new hint addition, which I’m not using in order to unlock an Achievement come the credits. Speaking of those delicious pingers, here’s a couple Achievements I’ve unlocked too that I find to be pretty great:


Old School (5G): Switched to classic mode at least once


Five Minutes Later… (10G): Allowed Guybrush to die.


Call 9-1-1 (10G): Called the LucasArts helpdesk when walking through the jungle on Dinky Island.

All right, so we’re on the home stretch now actually. The final island, which is a mess of jungle paths. Just finally ended my little talk with Herman. Now I gotta take down LeChuck…again?