Showing posts with label Tim Schafer. Show all posts
Showing posts with label Tim Schafer. Show all posts

Monday, July 11, 2011

The Secret of Monkey Island and the life & death of point-and-click

The point-and-click adventure genre occupies a strange place in game history, living and dying with LucasArts' non-Star Wars endeavors in the 1990s. The complete non-action nature of these graphic adventures seems counterintuitive in today's game development mentality, where combat is thrown into every title whether it benefits the experience or not--I'm looking at you, Tomb Raider.

I've recently been playing through Tim Schafer's body of work. His games during this period are sort of a microcosm of the point-and-click genre as a whole, bookended by 1990's The Secret of Monkey Island and 1998's Grim Fandango. Both are widely considered classics: there were certainly graphic adventures before, but The Secret of Monkey Island kick-started the genre's mainstream success. And Grim Fandango is perhaps the genre's apex, met with a landslide of critical praise but an utter commercial failure, contributing to the end of the graphic adventure era.

I just finished The Secret of Monkey Island. With limited technology and some monotonous mazes, it'd be easy to overlook in the modern day. But what shines through today is what always stands out in Schafer's games: the writing. Monkey Island's dialogue satirizes both video game convention and clichés of pirate mythology; the game takes inspiration from Disneyland's "Pirates of the Caribbean" ride, thirteen years before Johnny Depp's flick.

One of the most intriguing aspects of the writing is combat. "But what does writing have to do with pirate swordfights?" you may ask. Well, being a point-and-click game, Monkey Island doesn't feature swordplay in the traditional sense. Instead, protagonist Guybrush Threepwood must engage in verbal battles with his swashbuckling opponents, trading insults until one of them is overwhelmed. The rapport is hilarious and completely matches the mood of the rest of the game.


I mentioned too many modern games shoehorn combat into the gameplay even when it doesn't fit. Monkey Island pulls it off because it works in the context of the genre. Instead of stabbing, Guybrush declares "You fight like a dairy farmer!" Swoosh, swipe! To which his opponent retorts, "How appropriate. You fight like a cow." Parry! Whiff!

Tomb Raider is a fantastic puzzle game with horrendous gunplay thrown in to make it more commercially viable. "You control a hot woman solving puzzles!" doesn't appeal nearly as much to the average American as "you control a hot woman gripping long, hard shafts and causing massive explosions! ...oh and there are puzzles."

But perhaps if Lara Croft could learn a lesson from Guybrush Threepwood, her games would benefit exponentially, and her tomb raiding adventures could get a step closer to the "games as art" realm we all dream of.

And Tomb Raider is one example in a list of thousands. Point-and-clicking is dead in 2011, but maybe today's game developers could take a few pages from their books and we'd all be a little happier.

Friday, July 1, 2011

Costume Quest = Fight Club for Kids

Costume Quest is a lil' downloadable RPG developed by Double Fine Productions, the company founded by Tim Schafer of Grim Fandango and Psychonauts fame. Its inception came about during Double Fine's tumultuous Brütal Legend period in 2009, when they had no idea if the game would end up getting published at all. The developer went through a series of what they called "Amnesia Fortnights," where the company split into four teams that each worked on their own small game to potentially be released in the future.

As it turns out, the Amnesia Fortnights might be what saved the company, after Brütal Legend was a bit of a Jack Black-filled disappointment. Last year, Costume Quest was the first of the four to be released--the other three are this year's aptly named Russian-stacking-doll Stacking and post-World-War-I-battle-mech Trenched, along with the upcoming Kinect-infused kids' game Sesame Street: Once Upon a Monster. All three of the games released so far have received great reviews.


Anyway, let's get back to Costume Quest. You play as an elementary school kid getting himself or herself into a bunch of Halloween hijinks. The kids fight evil monsters, Grubbins, who wish nothing more than to steal all the candy of the world. The characters wear quintessential Halloween costumes like cardboard-box robots and trash-can-lid-for-shield knights, and they go trick-or-treating and collecting as much candy as possible.

Besides the beautifully cartoony cel-shaded art style and Tim Schafer's hallmark sharp, humorous writing, this is a standard turn-based RPG with Paper Mario-style quick-time moves during battles to keep you on your toes. But what stands out most about CQ is the context in which these battles are fought.

When the characters enter battle, the world transforms into a fantasy realm. The kid in the cardboard box transforms into a Gundam-style superbot and the kid with the makeshift shield becomes a larger-than-life knight in shining armor. The characters are fantasy versions of themselves.

But the children in the world of Costume Quest seem to be the only people who even notice the Grubbins. Whenever the characters attempt to call the police, their reports are dismissed. The children talk to plenty of adults throughout the game, but have strictly non-Grubbin-related conversations. Do the Grubbins really exist? Are the characters actually fighting at all? The quest is subtly ironic--stop the Grubbins from monopolizing the world's candy, while at the same time grabbing as much candy as they can get for themselves.

Are the children fighting themselves?