Your wit’s got to be twice as sharp as your sword

“Swordfighting is kinda like making love. It’s not always what you do, but what you say.” Anyone who’s played The Secret of Monkey Island is likely to recognise this smooth line from Captain Smirk and be familiar with insult-swordfighting.

For May’s EXP Share collaboration, DanamesX over at Tales from the Backlog is asking everyone to share a gaming-related thing that they’re good at or proud of. For example, are you great at identifying voice-actors without looking at the credits, do you hold a record for a speedrun or have you 100% completed a video game series? It’s none of these things for me – but what I can do is remember every insult response from the first Monkey Island release.

As Smirk himself continues: “Any fool pirate can swing a sharp piece of metal around and hope to cut something but the pros, they know just when to cut their opponent with an insult, one that catches ‘em off guard. You see, kid, your wit’s got to be twice as sharp as your sword.” Wannabe pirate Guybrush Threepwood must complete the Three Trials to fulfil his dream of becoming a buccaneer, one of which is to defeat the mighty Sword Master – but as his mentor teaches him, it’s more than just how you handle your weapon.

Our hero must track down opponents on the roads of Mêlée Island and challenge them to a duel to improve his skills. Sometimes they’ll shout an insult he has never heard before and so he’s forced to reply with a poor ‘I am rubber, you are glue’ before losing ground. It’s not necessarily a negative thing though: it means he now has a new line to test out on his next rival and, if they manage to respond successfully, he can add another move to his insult-swordfighting repertoire.

These lines are legendary among adventure gamers. The most well-known is ‘You fight like a dairy farmer’ because it’s one of the first Guybrush learns, but other favourites include ‘I’ve spoken with apes more polite than you’ and ‘People fall at my feet when they see me coming’. Throw one at a true Monkey Island fan and they’ll immediately counter with the correct retort: ‘How appropriate, you fight like a cow’, ‘I’m glad to hear you attended your family reunion’ and ‘Even before they smell your breath?’.

The reason I love the insult-swordfighting mechanic so much is because of how well it fits into both the Monkey Island world and adventure genre as a whole. It’s believable to see pirates duelling on the roads of an island somewhere in the Caribbean and the lines used perfectly sum up the humour that runs through the entire series. It’s such a great way of adding a touch of excitement to a point-and-click without resorting to a horrible action sequence or tedious minigame.

The Secret of Monkey Island, video games, Guybrush, insult-swordfighting, pirates

LucasArts captured the cerebral nature of an adventure game along with the thrill of a classic movie battle while letting us express our inner swashbucklers. The formula is mixed up later in the game when Guybrush is finally good enough to take on the Sword Master; you can’t just use the lines and responses you’ve already heard in the same way and instead must consider what would be the best comeback to her challenges. ‘How appropriate, you fight like a cow’ becomes the flawless retort for ‘I will milk every drop of blood from your body’.

The mechanic makes a reappearance in The Curse of the Monkey Island but with a twist. As explained by Rene Rottingham after he boards Guybrush’s ship: “On the sea we fight it a little differently. On the sea, all your insults have to rhyme. So when I say ‘Every enemy I’ve met, I’ve annihilated!’, you say ‘With your breath, I’m sure they all suffocated.’” It also appears in Escape from Monkey Island – but our hero is utterly defeated when he doesn’t understand his opponent’s Australian-themed insults.

Regular Later Levels’ visitors will already be aware of just how much The Secret of Monkey Island means to me and how it introduced me to adventure games as a kid. I’ve lost count of the number of times I’ve played since then, most recently for its 30th anniversary in October last year, but I’ve spent enough time on the roads of Mêlée to be able to know right insult response off by heart. I’m not sure any other mechanic in a point-and-click has captured the attention of gamers as much or been so suited to its setting.

If you’d like to brush up on your skills, head over to the online insult-swordfighting game created by Karza. And by the way: soon you’ll be wearing my sword like a shish-kabob!

Good moaning: my favourite zombie games

It’s Zombie Awareness Month so we’re talking all things undead. Following on from Monday’s look into why we find the living dead so fascinating, on Wednesday we shared the best survival advice to get us through the coming apocalypse.

But we haven’t even talked about video games properly yet! There are currently over 1,400 titles listed under the Zombies tag on Steam right now so there are plenty of them to discuss. Although the majority fall into the action or horror genres and these aren’t ones I’d usually go to myself, this doesn’t mean I haven’t played my fair share of games where the undead make an appearance. My final zombie-related post for this month’s celebration features a few of my favourite releases, some you may not expect.

Corpse Killer

I really enjoy full-motion video (FMV) games but I’d never heard of Corpse Killer until it was kindly gifted to me by Ellen from Ace Asunder in March. It definitely comes under the so-bad-it’s-good category that’s the standard for FMV releases from the 1990s: hammy acting, cheesy lines, an unconvincing female character thrown in as a love-interest and plenty of badly-dressed actors. It looks like a bunch of extras turned up on the day not knowing what they were going to get into, and it’s perfect.

Dead Rising

Dead Rising is great for several reasons. Not only does it take place in a shopping mall, a location which features in many an apocalypse fantasy, but it teaches us that any object can be used as a weapon during such dire times. Grab a baseball bat, bass guitar or a lawn mower – and make sure you’re wearing the Servbot Mask while you’re doing it. It might sound like a comedy, but the fact that the game must be completed in 72-hours (six hours in real time) adds to the pressure and keeps you on edge.

Monkey Island 2: LeChuck’s Revenge

LeChuck has been killed so many times during the Monkey Island series that it’s difficult to keep track of his deaths. But this doesn’t stop him and he just keeps on fighting: knock him down and he’ll get right back up again in the form of a ghost, zombie, demon or even god. He’s constantly getting blown up both mentally and physically, and yet he keeps coming back for more. This sign of resilience and determination is surely the mark of a true protagonist and shows us that real heroes never quit.

Resident Evil 7: Biohazard

I love the way Resident Evil 7 uses flashbacks to flesh out its story because it’s not as simple as sitting back and watching a cutscene. Ethan comes across VHS tapes that can be played using VCRs around the Baker family’s plantation; and ‘played’ is exactly what I mean, as you’re able to relive and control the events of the footage you witness. This mechanic not only offers insight into people other than the protagonist and reveal sinister secrets about the Bakers but also provides some excellent gameplay.

Strange Brigade

Sometimes a release is made even better thanks to a good narrator and this is the element which stands out for me is Strange Brigade. What more could you want when shooting the undead in a cursed tomb that someone saying things like ‘Tally-ho!’ in a posh English voice? Though he may come across as sarcastic and as if he’s not taking the situation too seriously, the narrator is shown to be concerned about his team’s wellbeing and offers the player hints and tips on how to progress.

The Vanishing of Ethan Carter

In The Vanishing of Ethan Carter, investigator Paul Prospero receives a letter from 16-year old Ethan and is inspired to visit his hometown of Red Creek Valley. He begins encountering some unsettling phenomena immediately after his arrival, along with evidence of recent violence in the deserted mining village; but does this really have anything to do with zombies? Getting attacked by the corpse in the mines scared the hell out of me because I totally wasn’t expecting it to appear in a narrative game.

To The Moon

To The Moon is an incredibly emotional title and so it may therefore seem strange to hear that zombies feature in a particular section. After the doctors have a disagreement about how to proceed with their patient, Eva creates several zombie versions of herself to stop Neil from progressing through the school and foiling her plan. It’s a scene which provides some comic relief before building up to a conclusion which never fails to make me cry, regardless of how many times I’ve seen it.

The Typing of the Dead: Overkill

Rather than blasting away at zombies with a gun using a controller, in Typing of the Dead: Overkill you use your keyboard to enter words and fire shots instead. I really shouldn’t like it for several reasons but somehow it manages to suck me in every time and that’s why it’s my guilty-pleasure game. I mean, come on: you’re fighting a boss called Meat Katie who’s a zombified cow-person while being confronted with phrases such as ‘udderly delightful’ and ‘sirloin surprise’. How can you not laugh at that?

So there you have it: a week of undead-related posts in celebration of Zombie Awareness Month. Hopefully you’re all now prepared for when the apocalypse hits – and have a range of zombie games to play while you wait.

Why I fell in love with video games

On 15 October 2020, The Secret of Monkey Island turned 30-years old. This classic point-and-click is a one which had a huge impact on me as a gamer, so I celebrated its personal significance by publishing a tag post and streaming a complete playthrough on Twitch.

The timing of the first EXP Share event over on Tales of the Backlog was therefore very convenient. This new collaboration is the idea of DanamesX and was designed to encourage us all to share our experiences around a particular subject connected to our hobby. The topic for November is ‘The video game or moment that got you into gaming’ and today’s post is going to start with a response to this: here’s how it happened for me and why I fell in love with the adventure genre.

I was lucky enough to receive an Amiga 500 from my parents for Christmas when I was nine-years old. After spending most of the morning trying to hook it up to our television, my dad asked me what I wanted to play first; and it was a set of floppy disks in a cardboard box showing a mysterious skull and fierce-looking pirates which was chosen. I remember us both being slightly confused when the game loaded up because it didn’t look or behave like anything we’d seen before.

My granddad got roped into playing too and we eventually came to the section where you must break Otis out of the prison cell so you can add him to your crew. We struggled with the puzzles for a while until the grown-ups eventually drifted away from the screen. I was so proud of myself when I managed to figure out that you needed to use the various mugs scattered around the Scumm Bar with the grog, all on my own – something had clicked and it was like I finally understood what the game wanted of me.

A question asked by JMNelsonPhilpot over at Video Games as Art last month is related to the topic of November’s EXP Share, so now let’s move on to why it was this moment that made me fall in love with video games. My family had owned a Commodore 64 and NES before my Amiga, the former being bought as my dad had a hobbyist’s interest in coding at the time. It was something I then became curious about myself because I enjoyed anything to do with maths and logic puzzles a kid.

That’s why I started checking the Usborne coding books out of the local library. After going through several entries in the introduction series, I came across the four adventure books and it’s Island of Secrets that I remember most fondly. Getting the code to work in its entirety always seemed impossible and I never did manage to play any of the games; but I did teach myself a bit of BASIC and realise I could find story snippets hidden within the program listings.

Island of Secrets, book, television, monitor, CRT

They were far more exciting than any of the platformers my dad and younger brother had been playing on the Commodore. Rescuing a girlfriend from demons or finding a princess in another castle was boring – I wanted to explore fantasy lands and save the world from evil curses. These narratives were more in line with the sort of fiction that was my favourite back then, and I don’t think it had ever occurred to me that it was possible for similar stories to exist in video games.

That was until I played The Secret of Monkey Island. My young mind was blown: pixels were able to bring those stories I’d enjoyed reading in books alive on the screen in front of me. There wasn’t any platforming to frustrate me, no fights to get into or anybody who needed rescuing. But there were plenty puzzles to wrap my head around and keep me occupied, along with a plot about wannabe pirates, vengeful ghosts, kickass governors and mystical legendary islands to get sucked into.

LucasArts’ project made me see that all the things I enjoyed – tales that were far removed from reality, logic puzzles, stupid humour and even coding, to some extent – could be combined into a single thing. Why had nobody told me before that something so absolutely awesome existed? It ended up being the first video game I played truly for myself, all the way through to the end without a lot of help, and the one which sealed my fate as a fan of the adventure genre.

I went on to other point-and-clicks as soon as I’d completed The Secret of Monkey Island. I saved wizards from evil forces in Simon the Sorcerer; jumped between linking books in Myst; and explored alien planets and tried to get back home in The Dig. When I was slightly older, I scared myself silly while trying to recapture the Ixupi in Shivers; and I went on a quest to restore the Balance in what would turn out to be one of my favourite adventures, The Longest Journey.

The Secret of Monkey Island, video game, pirates, Guybrush, Carla, leather jacket

It remains my preferred genre to this day and I return to it frequently. Adventures may have changed since the 1990s and evolved into new forms, incorporating elements from other types of games, but there are many new releases which keep the heart of the point-and-click beating. If I hadn’t have been for that Amiga 500 and discovering The Secret of Monkey Island, or trying to learn coding for the Commodore 64 and finding those Usborne books, I might not be the gamer I am today.

Thank you to DanamesX from Tales of the Backlog and JMNelsonPhilpot from Video Games as Art for giving me the chance to share this post today. If you’re interested in joining in with the first EXP Share, you can find all the details here.

The video games that define me

We all have at least one video game which defines us. It’s understandable that this could be the first we ever played although this isn’t always the case. Other releases might also make our lists thanks to their narrative, protagonists, or just because they’re a whole lot of fun.

After being tagged in a tweet from Alex Sigsworth at the beginning of April, this was a subject I ended up thinking about for a few weeks before hitting the keys on my laptop. Which four titles would make my defining list and why? Some I knew immediately, while others I had to think harder about to make sure I picked those that felt as though they’d had a lasting impact on me as a gamer. Join me as we take a brief journey through my gaming history and look at the releases which define me.

1990: The Secret of Monkey Island

The fact this game has appeared in today’s post will come as no surprise at all to regular readers. It wasn’t the first I ever played, because my family had a Commodore 64 and NES before I was given my Amiga 500 by my parents for Christmas, but it’s one that’s had the most lasting effect on my gaming habits. You can read the full story here if you’re interested. Suffice to say, The Secret of Monkey Island was what kickstarted my love for video games and made me an adventure fan for the thirty years following.

I might play other types of releases nowadays but it’s point-and-clicks that I regularly return to. I’ve always adored stories and there’s just something about the way the narrative is so inextricably linked with the gameplay in these titles that makes me adore them as much as I do. Although some may feel that the adventure genre is a relic of the past and the only thing keeping it alive now is nostalgia, for me it’s still evolving and adding new elements – just look at Unavowed, Stories Untold or The Red Strings Club as great examples from recent years.

2004: Fable

If the entry above made me fall in love with video games initially, Fable was the one which reminded me of that after being made to feel as though gaming wasn’t a suitable hobby for a young woman for several years. It’s thanks to a friend turning up at my apartment with an Xbox and a copy of the game that I finally realised I didn’t care what anybody else thought about what I did. After turning on the power and getting lost in the world of Albion for a few hours, I had the revelation that this was what I’d been missing out on.

The thing that fascinated me most about Fable was the sense of character development as it was the first time I’d seen anything with such an important alignment mechanic. I spent the entire game trying to make my Hero as good as possible and that’s still something I do today; the paragon route is always more appealing and I find being an evil protagonist difficult. It’s Fable II which is my favourite in the series as it took what I adored about the first game and made it even better, and this is something I hope happens again with Fable IV.

2011: To The Moon

I was pretty late to the independent scene and To The Moon was one of the first indie releases I ever played. It hit me hard. The gameplay might be limited and not to everybody’s taste, but that story: I really did cry at the end. It made me see that video games don’t have to be about action and explosions, or puzzle-solving and humour in the case of point-and-clicks. Narratives can be more than just simple tales about saving princesses and they have the power to make you feel some pretty strong emotions.

Since then I’ve preferred indie games because their developers have the freedom and creativity to experiment, and they give me the kind of unique stories I want to experience. I’ve played very few big-budget releases since beginning to blog in 2013 and don’t see that changing right now. The third instalment in the To The Moon series is due to be released at some point this year and you can expect a marathon stream of all the titles when that time comes – along with a few tears on Twitch.

2019: Eastshade

Eastshade is the latest release to earn its place on my list of favourite games. I fell in love with it very quickly because it’s such a lovely take on the RPG genre: imagine playing something like The Elder Scrolls V: Skyrim but where the pressure of any kind of combat is removed, so the exploration and conversation elements are enhanced as a result. It’s a simple and beautiful concept that managed to have a huge impact on me and I was genuinely upset to leave the title when the end credits rolled.

I want more games like this. Ones which take an established genre and then provide something new and unexpected; give you something you didn’t realise you were missing; and offer players a space to relax and clear their mind. Eastshade is possibly the most calming gaming experience I’ve ever had and one I won’t forget. The developer has said they have no plans to make a sequel which is a little sad but if this is what they can do with the RPG genre, I’m looking forward to seeing what they come up with next.

Two years ago, I wondered whether defining titles were going to become a thing of the past. What effect do short attention spans and endless distractions have on video games? Could failure to reach the ending cutscenes and those associated moments of realisation mean an end to gamers experiencing a release which sets them off on their future digital path? I still don’t know the answer to these questions but maybe they’re ones I’ll put to my stepson when he’s in his early twenties to see how he responds.

In the meantime, I’m curious to see which game will make it onto my favourites list next and perhaps become a title which defines me personally. And what about you: which four releases would you choose?

Super Happy Love Award: positivity and video games

Each blogging award is truly valued. To show my appreciation, I’ll usually devote an entire post to one of the questions posed by the nominator rather than answer the entire set. This gives me the chance to write a unique article and dedicate it to them to properly thank them.

But every now and again, an award comes along where it feels right to not do this and instead follow the rules to the letter. This is the case with the Super Happy Love Award received from Emily at Monsterlady’s Diary recently (thanks so much!). Following the nomination track backwards reveals it was a tag created to heal the internet: as shared by Pinkie from Pinkie’s Paradise, we should give love to those who deserve it and praise the individuals who have done something important for us.

There’s so much going on in the world right now and we could all use a little more positivity. It’s an important message so that’s why I’m going to stick to the guidelines and not be a rebel for once. Here we go…

The rules

Super Happy Love Award

  • Thank the person who tagged you
  • Share the original post
  • Display the logo in your response post and share the rules
  • Answer at least two of the following six prompts
  • Tag six bloggers for the Super Happy Love Award
  • In addition, everyone who leaves a lovely comment on your response post is also nominated to help keep the positivity going

  • Prompt 1: tell us about a person you love

    Zelda, cat, laptop, cuteThere’s only one person who has my heart completely. They make me smile whenever they walk into a room; we have interesting conversations every day; and they show me affection to let me know they want me around. You know who it is: our cat Zelda. She’s never far away and is usually trying to sit on my keyboard while I blog, when she’s not appearing in our streams and stealing the show. I guess my husband Pete and stepson Ethan are alright too, because they make me laugh with their stupid songs and give me chocolate.

    Prompt 2: write something about a fandom or a franchise you love

    Video games, bozes, shelf, row, adventuresThere’s nothing else I could write about for this answer other than the adventure genre of video games. I guess you could say that Later Levels is one big love-letter to them; I’ve been playing since discovering The Secret of Monkey Island as a kid and point-and-clicks will always have a special place in my heart. I know that many will say the genre is on its way out, but storytelling is such an important part of being ‘human’ that it won’t ever die completely and will simply continue to evolve. Long live the adventure game!

    Prompt 3: tell us something about a character you love

    Tales from Monkey Island, video game, skull, MurrayMurray from the Monkey Island series may have had his body blown to pieces by a cannon but did he let it hold him back? No. Many would have been crushed by this tragic accident but my favourite skull turned it into the opportunity he’d been waiting for: to become a demonic overlord and conquer the land of the living. Despite his reduced state, he still considers himself to be an object of pure evil and dreams of spreading chaos throughout the Caribbean – showing that sometimes all you need to get you places is a positive mental attitude.

    Prompt 4: tell us something about a piece of music you love

    To The Moon, video game, dancing, sky, lighthouse, starsI adore the To The Moon series and get tears in my eyes whenever I hear Everything’s Alright by Laura Shigihara. The words beautifully encapsulate how difficult it can be to explain to someone just how much you love them, and how if you have that special person next to you then everything is going to be ok. The third instalment in the series, The Imposter Factory, is due to be released later this year and I can’t wait to play it; expect a marathon stream of all the titles (and a few Twitch tears) when that happens.

    Prompt 5: show us why you love a piece of media so much

    Eastshade, video game, countryside, mountains, hot-air balloon, easel, canvas, paintingI played Eastshade a year ago and it’s now one of my favourite games, thanks to the way it tackles the RPG genre. When you look at the individual parts of a painting in real life, it’s easy to notice some tiny imperfections but look at that piece of art from afar to take in its entirety, and it’s amazing; that’s just how I feel about this release. I’m not sure I’ve ever had such a peaceful and relaxing gaming experience which lasted over 15 hours, and would highly recommend it to anyone who needs to escape for a little while.

    Prompt 6: write something about yourself that you love

    Later Levels, Kim, Pete, faces, smiling, GameBlast19, SpecialEffect, streamThis prompt is the hardest because it’s far easier to write something positive about those you love than yourself. I thought long and hard about an answer, but still couldn’t come up with one. It turns out I’m still figuring ‘me’ out and you know what? That’s ok. It shows that there’s still room to grow and improve regardless where you are in your life, and there are always new things to discover at any age. That means there’s more to look forward to in the future – including many video games.

    The tags

    These six awesome people have kept me sane during the UK lockdown over the past month. I’d like to thank them for the conversations, streams and memes, and for putting up with Pete’s singing!

  • Solarayo from Ace Asunder
  • Luke from Hundstrasse
  • Jett from In Third Person
  • Dan from nowisgames.com
  • Teri-Mae from Sheikah Plate
  • The Gaming Diaries

  • And that’s the Super Happy Love Award done! Thanks once again to Emily from Monsterlady’s Diary for the nomination, and to everyone in the WordPress community for supporting each other during these difficult times. Let’s continue that positivity and get through this together.

    Please, Disney: I want to be a pirate

    Jonez from NekoJonez’s Gaming Blog and I have much in common when it comes to video games. We both grew up with LucasArts’ adventures, he with archaeology professors and me with wannabe pirates, and these have influenced our gaming preferences since.

    When Jonez was nominated for a Real Neat Blog Award last month, he was asked the question: if you could revive one series of works that has been abandoned or dropped by its creators for any reason, which series would it be and why? Among mentions of anime shows, I wasn’t surprised to see him say he could talk about his wish for a new Indiana Jones game; but he followed this by saying he wasn’t going to because a revived series may never live up to expectations.

    I understand where he’s coming from. Alongside The Secret of Monkey Island, the Fable franchise is one of my favourites and I have admiration for Peter Molyneux where a lot of other people don’t. I adored 2008’s Fable II and was so excited for 2010’s follow-up – but it was disappointing. New features which didn’t feel like previous content were awkward, raising enough gold to save everyone in the kingdom was boring, and the end battle was an anti-climax over in a couple of minutes.

    Does that stop me from being excited about the possibility of a Fable IV though? Not at all. Although I’m a little sad it’s being developed by Playground Games and that Lionhead didn’t get the chance to make the title fans have been waiting for, it won’t stop me from eagerly buying it upon release. Microsoft revealed nothing during their E3 presentation last year so it seems we’ll have to wait a while; but I want the opportunity to get sucked back into the adventures of Albion, even if there’s a chance it won’t meet expectations.

    This is how I feel about Monkey Island too. The fourth instalment, 2000’s Escape from Monkey Island, was the last to be made by LucasArts alone before they co-developed Tales of Monkey Island with Telltale Games in 2009. I bought the episodes and tried playing them back in 2014 but gave up after half an hour and haven’t been back to them since. The current iteration of Guybrush just didn’t feel like the wannabe-pirate I’d come to love, while the controls and changing angles were frustrating.

    My heart sank when I found out that LucasArts had been purchased by The Walt Disney Company in 2012. It may have millions of fans all over the world but I can’t count myself within their number. The reasons why are varied and perhaps the subject for another post at some point in the future; but let’s say for now their business practices and content leave much to be desired, and I agreed with Ron Gilbert when he said that he wasn’t optimistic about the future of Monkey Island as a result.

    But there’s still a chance that Gilbert will one day get to make the game he wants to create. After Disney Interactive announced they would cease production on gaming in 2016, he took to Twitter to ask them to sell the IPs for Monkey Island and Maniac Mansion back to him. And an online petition created the following year by fan of the series Thaddeus Sharpe now has more than 24,300 signatures, so it’s clear I’m not the only one who’s eager to see Guybrush return.

    Why do I want another game, when there’s every possibility it might not be what I’m looking for? I could be just as disappointed with it as I was with Fable III. As Jonez wrote himself in his award response: “There are so many things that could be revived but they might never live up to expectations. I don’t want a sort of Duke Nukem Forever situation on my hands with the franchises I adore.” A new Monkey Island title could be the best adventure game we’ve ever played. On the other hand, it could be the worst.

    But we’ll never know what could be if we don’t get another title. And let me be clear here: I’m not talking about a game produced by Disney or another developer who’s simply interested in continuing an IP to rinse as much profit out of it as possible. We need a new instalment made by the original creators, who know what makes the series special and loves it as much as the fans do. We want to see where Gilbert will take Guybrush next and what new chaos he’ll find himself wrapped up in.

    To quote Thaddeus Sharp: “Do the right thing Disney, give the intellectual property rights for Monkey Island back to its progenitor, who intends to make great content with it. Please, if you’re not going to do anything with it, let the original artist have back this proverbial paintbrush, he’s the only one worthy of wielding it. You’d be enabling the creation of art, the possibility the world would get to enjoy another adventure in a beloved land conceived back in 1988.”

    generic

    Get yourself over to change.org and add your signature if you haven’t done so already. If you need more convincing, keep your eyes open for an upcoming collaboration with Gao Li from Gao Li Occasionally Reviews because we have a plan to encourage as many people as possible to stream The Secret of Monkey Island on Twitch on the same date. There’ll be more news coming about that soon, and if it manages to get the petition a few more signatures then I’ll be a very happy gamer.

    Please, Disney. I want to be a pirate.