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YMMV / Escape from Monkey Island

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  • Author's Saving Throw: Lucasarts must have listened to all the criticism that Monkey Kombat got; in the PS 2 port, you are no longer forced to jot down the pose change combinations and the defeat flowcharts, as the game handily keeps track of them for you and provides a very easy-to-follow UI. Thus, it becomes a bit more like traditional insult fighting the series is known for where the only thing you have to worry about is completing the chart. While it certainly doesn't make the puzzle good by any stretch, it takes a lot of the sting and tedium out of solving it.
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  • Broken Base: This game was hated by a lot of the series' older fans when it came out, due to the graphics, controls, plot, rehashes, retcons and frequent errors (in the PC version at least). But conversely a lot of people grew up with this (and possibly Curse) as the only Monkey Island games they knew and so recall it fondly. By the time Tales of Monkey Island came out, the demographic had shifted, and Escape was generally considered in a more positive light.
  • Captain Obvious Reveal: "Charles L. Charles" is an extremely transparent pseudonym. Honestly, were any players at all surprised at his real identity?
  • Contested Sequel: Widely considered to be the weakest game in the series. The Retcon as to Toothrot's true identity doesn't help.
  • Disappointing Last Level: The player is stranded on Monkey Island for the last third (almost half) of the game to fight an annoying rock-paper-scissors style fighting minigame and have tons of exposition and retcons dumped into his/her lap. The grand finale almost makes up for it though.
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  • Fanon Discontinuity: Escape gets this treatment from fans who are unhappy with its quality or confusing retcons.
  • "Funny Aneurysm" Moment: The Voodoo Lady's store is filled with all sorts of crazy stuff as it usually is, and one of the things you can examine is a voodoo mask. If you do, Guybrush will say "Wow, cool! A 4DFX Voodoo6 6000 mask! Cutting edge voodoo technology!" This is an obvious reference to to 3DFX's old line of video cards; as luck would have it, the Voodoo5 would wind up being their very last video card, and they'd fold two years later. This also winds up being an Unintentional Period Piece as a result, and the reference is most likely lost on a contemporary player.
  • Porting Disaster: In the PlayStation 2 version, the quality of the voice clips is wildly inconsistent throughout the game. Most of the time, they sound fine. But sometimes they sound like they're being played back through a telephone. This is sad, because in most other respects, this version is actually superior to the PC original (better graphics, a control scheme that's better suited for the PS2 controller, etc.).
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  • Scrappy Mechanic: Monkey Kombat might have been tolerable if not for the fact that the game forces you to write down both the stance switching commands (of which there are about twelve) and which stand beats which, since both are randomized on each playthrough and the game provides no reference for them. On top of that, it can be a chore to learn the switching commands early on, as your opponents have a nasty habit of immediately switching into whatever stance beats the one you start off with and just staying like that for the rest of the fight, meaning that you'll be on the losing side of many Curb Stomp Battles until you've learned enough commands to actually get anywhere.
  • They Changed It, Now It Sucks!:
    • The first post-SCUMM Monkey Island. The engine change adds clumsiness and the game lacks a powerful story a la Grim Fandango to compensate for it.
    • The general consensus among Monkey Island fans is that this one isn't quite as good as the previous games, not only thanks to a weaker script, but also thanks to control issues inherited from the Grim Fandango game engine: The game uses awkward tank-style controls for movement (in the style of Resident Evil) instead of the previous games' point-and-click interface, and using inventory items and interacting with the environment requires the player to shuffle one-by-one through a list of available options.
  • They Wasted a Perfectly Good Character: Carla and Otis from the first game are brought back, but do nothing of any real importance during Guybrush's missions to Lucre and Jambalaya island, and disappear entirely from the game after the latter island. Likewise, Stan and Murray re-appear, but both in such minor roles that you don't even have to talk to them in order to complete the game (Stan gives you a literal Plot Coupon, but there's an alternate way to get that particular item without speaking to him).

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