Monkey Island: Not-so Special Edition
Seriously, I feel like some kind of traitor by posting an opinion like this, as someone who owns every SCUMM game and would give the world for legitimate DS and/or iPhone versions, but The Secret of Monkey Island: Special Edition has left me quite disappointed. It’s not entirely the fault of the new version but rather the fact that the flaws of the original seem magnified with the shiny new presentation and without the full benefit of nostalgia.

It’s not bad, though. The voice acting is excellent, bringing great delivery to the old jokes and with some great touches, like the way selecting the wrong riposte during an insult swordfight will result in a different delivery to if it was correct; the new background art is superb, with some nice enhancements to familiar environments – I particularly liked the ships docked behind the previously uninhabited Scumm Bar, for example (see above); and it even controls acceptably with the analogue stick, only becoming mildly annoying during certain sequences that involve time-sensitive manipulation of certain corrosive materials between receptacles.
I also love how you can switch between the old and new versions completely seamlessly, which is a feature that should be in more retro remakes. In fairness, I suppose having to keep the versions in sync was limiting in what could be done to update things, and it is quite technically impressive – I assume that the Special Edition is some kind of new ‘skin’ running on top of the emulated classic version. It shows when you occasionally get overlapping dialogue, presumably when a line runs out of time to run without bringing the two versions out of sync. On a similar note, it’s also a shame that you can’t play the old game with voice acting, but it seems like that’s more of a technical limitation than anything else.
But as nice as it is to see the original Monkey Island looking fresh, I’m not the biggest fan of the new art style. I thought that just flicking between the two versions on the close-up character portraits – compare this and this – shows the new style as really soulless, particularly when there are existing sources of inspiration to use when taking the Monkey Island series in a more cartoony direction.
All this makes me wonder if it really justifies the ‘Special Edition’ tag. The voice acting is the only absolute improvement, there’s no new content whatsoever, and the flaws of the original – my main beef is the to-ing and fro-ing when you’re going from place to place, in particular the arduous walk from the town on Melee Island to the overworld map, which you’ll have to do several times – are still there. If this was a DVD special edition, it would be from the days when ‘interactive menus’ counted as a bonus feature.
Even so, it’s still Monkey Island and I’ve already finished it twice in the five days it’s been out. It’s still very funny, only helped by the voicework, and I’ll be first in line for Monkey Island 2: Special Edition, if only because it’ll be a nice experience to play one that I haven’t finished several times before with the new look.
And, while we’re on the subject, how about those DS and iPhone versions?
Remember when I said that Killzone 2 was the new Battlefield? I was wrong. Battlefield is still the new Battlefield.
This series is an old favourite of mine, going back to when I first got a gaming PC and played hundreds of hours of Battlefield 1942 and its expansions. It’s had its ups and downs, but few gaming franchises have reached the heights of the sublime Battlefield 2. That was the end of my affair with it, though, because after that the likes of Modern Combat, Battlefield 2142 and Bad Company just seemed like a step down.

This, though, taking three of the maps from 1942 and porting it all to the Bad Company engine – complete with the real-time destruction that it entails – for only a tenner, is genius.
I see a lot of criticism doing the rounds, calling it some variance of Battlefield for babies, often with a dig at the console audience in there for good measure, but I don’t get it. Maybe it’s just that I’m a whore for this kind of games, putting countless hours into the good Battlefields as well as the decent pretenders like Warhawk – still the best game on the PS3, by the way – but I can tell that this will be a favourite for a long time. I still play Warhawk because it’s perfect for dipping in and out of, and having it there all the time, launchable from the hard drive, is extremely conducive to dipping in and out occasionally. Keep it fresh with new maps and you’ll keep me coming back for a long time.
Yeah, this only has three – soon to be four – maps and three character classes. Does this damage the game? Not really. This has been planned as a trim and accessible version of Battlefield, designed for new players and veterans, and everything from the consolidated classes to the infinite ammo – it recharges in the same vein as health now does in every FPS ever created – reflects that. I suppose you could argue that it’s ‘dumbed down’ if that’s your thing, but it hasn’t really affected my enjoyment. There’s something to be said for keeping things simple when your base product is already so good.
The first few days were pretty rough going, with a delightful combination of the expected DICE bugs – BF1942 still had launch bugs after gigs of patches – and EA’s always-wonderful server infrastructure, but the teething problems seem to have been ironed out and it’s smooth sailing now. It’s quite stable and things should continue to improve fairly rapidly, so this one gets a definite thumbs up.
2008′s Honourable Mentions
Not every game can be as good as Fallout, and indeed there are many excellent games from last year that I didn’t like as much as Mirror’s Edge at number ten but still deserve a mention, so here are a few more games from 2008, in no particular order, that fell short of making the main list but still deserve a mention.
- Lost Odyssey – It was going to be between this and the game below for tenth spot on the list until Mirror’s Edge stormed in on Christmas Day and pipped them both. As one of the few JRPGs not to have disappointed this gen – I won’t play the well-received Tales of Vesperia until its PAL release – I found this to have likeable characters, an interesting story, and yes: some nice towns too.
- Professor Layton and the Curious Village – When this became the surprise hit of the end of the year, it was well-deserved. It’s teasingly close to being a point-and-click adventure, it has a charming art style that looks like French animation, and Level-5 even managed to cram FMV cut-scenes in there to further the story. It helps, of course, that the puzzles and brainteasers are uniformly excellent and just the kind of thing to play on a handheld. Wait until the price has normalised and then give it a look.
- Dead Space – It may be hard to describe this game in any terms other than its plainly obvious inspirations – Alien’s Nostromo with a dash of Doom 3 and a liberal sprinkling of Event Horizon, all topped with Resident Evil 4′s controls – but it’s still a highly satisfying and actually quite scary horror game. The companion animated movie is worth a rental as well.
- Rock Band 2 - As I hadn’t bought a music game since Guitar Hero II, Rock Band 2 was my attempt to see how far things had come in the intervening generation of plastic instrument-based room-clutterers. Not all that far from the perspective of someone who only plays the guitar, but the boom in à la carte downloadable songs and the sheer amount of music that’s now on my hard drive to choose from makes it pretty irresistible. It makes you feel like a rock star and fulfils all similar clichéd review quotes, and I’d imagine it’s even better with the room for a set of drums.
- Geometry Wars 2 - Pretenders be damned, this is the only twin-stick shooter to play. Take the successful gameplay of the first one and give it six more modes and some brilliant music and you won’t find many deals that are as obviously worth getting as that. Played on a big 1080p TV with surround sound, it may well give you a seizure, but you’ll have to agree that it’s worth it.
- Super Street Fighter II Turbo HD Remix - The degree to which I still love Street Fighter II has already inspired its own post, and this has made the other versions irrelevant. Looks great, plays well online, the balance tweaks are enough to actually improve things while not being sweeping enough to rile the hardcore, and if you disagree with any of those comments you can turn off whatever it might be that’s offending you. I don’t have a bad word to say about it, and it only didn’t make the final list because… well… no matter how good the game is, it’s still Street Fighter II again. Roll on February.
- Persona 3 FES - This would have been in with a shout if I hadn’t played and preferred its sequel in the same year, but it’s still worth a look for its sufficiently different setting and tone. It’s also available for a pretty good price by now, so it could be one to bear in mind for when you’ve finished all your Christmas goodies.
- Rolando - ‘An iPhone game!?’ you say? Yep. I liked LocoRoco a lot when that came out, and this is pretty blatantly ‘inspired by’ that game but with the benefit of what the PSP game lacked: tilt controls. It’s unfair to call it a clone, though, as it has a lot more gameplay variety and more creative level design, all designed from the ground up to take advantage of the iPhone’s particular gifts, and I might well end up making a case for it with its own post before too long. In the meantime, if you have an iPhone or iPod touch and are looking for a game with some meat to it, it’s only £5.99 and bodes well for the future of dedicated iPhone development.
I think that’s enough looking back for another year. See you in 12 months for more complaining about the state of [insert genre here].

To say that this one came out of nowhere is an understatement. I’d barely heard of it before I showed up on Live Arcade, a trail of impressive reviews in its wake and podcasts and blogs across the land erupting in praise and talk of ‘symbolism’, again bringing up that godforsaken ‘are games art?’ debate.
I may not know art, but I know that I like this. While it may be short, it’s a completely ingenious game, with such incredibly well-designed puzzles that there’s nothing in there that a day or two off and a return with a fresh mind won’t cure. If you’re trying to collect a piece with great feats of complicated dexterity and precision jumping prowess, chances are you’re doing it wrong.
Every world had its own gimmick that was completely different from every other and could turn the gameplay on its head, and yet it all seemed to fit together into a cohesive hole.
I wasn’t a huge fan of the much-lauded art style, but I loved the choices of music and, most of all, the story. Tim’s quest for his princess made no sense at all for five of the six worlds, and even in the final one an explanation remained elusive until the final sequence, which is still one of gaming’s few great rug pulls. I encourage you to experience it for yourself, but failing that check it out here.
Considering how long the game had spent showing off its ability to warp time around you in creative ways, seeing it do it one last time remained the most shocking of all.

Man, you wait ages for a good XBLA game and then two come along at once…
So how do you reconcile the fact that, at first glance, Braid looks like any other quick and dirty XBLA platformer with the frankly daunting 1,200 point (£10.20) price? Obviously the reviews help, as does the fact that this isn’t PSN and so a free demo is a given, but I still think it’s quite a big psychological barrier for people to overcome. Maybe it shouldn’t be, but it is.
If you’re finding yourself hovering over the download button, biting your lip, I implore you to take the plunge. This is one of the best indie games I’ve played in a while, and although it might still be on the pricey side, it’s a brilliant little game, full of neat touches and homages, as well as some great ideas of its own.
The influences that Braid carries most overtly is certainly Mario, and not just in the way that it’s ‘inspired’ every platform game ever. There are moments like this, which becomes an amusing running gag, a Donkey Kong sequence, and early enemies that are in no way Goombas, but the structure of the game allows it to switch from one idea to another at a moment’s notice, and it’s done in a way that allows you to skip a more challenging puzzle and come back to it when you want, never blocking your A-to-B progress. (more…)
Geometry Wars: Retro Evolved 2
The original Geometry Wars was fantastic back in 2005, ushering in a new age of the twin-stick shooter and really selling pretty much everyone who played it on the potential of Xbox Live Arcade, but it was easy to feel that the genre had already moved far beyond that initial blueprint. Super Stardust HD brought depth and next-gen graphics, and while I didn’t like it, Everyday Shooter proved popular as a bedroom-coded take on the concept.
I must admit that I was wrong about it, though. I downloaded Geometry Wars 2 last week, and while the basics and visual style are the same, this is still the king.

Taking notes from the little jaunt to the DS and Wii as a ‘proper’ standalone game, Geometry Wars 2 brings pretty much everything from the first game, adds five new modes, throws in some achievements that make ‘Pacifism’ – arguably the first creative ‘must-get’ achievement and, incidentally, expanded to a full mode in this game - look derivative, and then makes your eyes melt from the amazing. (more…)