For this original article about the release of The Monkey Island 2, I got so many responses. So I thought to use them in this redesign. You can give your impartial views about this.
The other day I was shopping at “Canadian Tire” (a chain of department stores in Canada, like Wal-Mart), and I noticed a father loading a brand new pink bicycle onto his truck. I saw it as a girly bike – the kind with multicolored tassels flaring from the handle grips, white plastic training wheels haphazardly poking out of the sides, and a bare frame anxiously waiting to have My Little Pony stickers pasted all over it. I smirked a bit, and kept walking. As I passed the man’s truck, I saw his little girl sitting on the passenger seat, peering through the back window as her father loaded the bike. The look on her face – I cannot find the words to express it – was ecstatic! She was bouncing all over the seat, squealing excitedly like only a 4-year-old can. Like the infamous N64 Kids she looked to be in sheer bliss.
I remember that when I was young, getting a new game was about as exciting as my father coming home with a new bicycle. As I’ve mentioned in a prior post, Monkey Island 2 has a special place in my heart. It was the first game that my sister and I pooled our money together for, after months of back-breaking work on our farm, feeding horses and mowing acres of lawn. In those days, the recession of the early 1990s was hitting my family pretty hard. My mother was attending university at the time, and my father’s carpentry business was not going well at all; money was a constant problem around the house. While my parents paid my sister and I an allowance for doing chores around the acreage, I knew that an allowance was a frivolity that my parents could barely afford. Buying a new game with months’ worth of our pooled chore money was a big deal.
I would tear open the box as soon as we had left the store, and start digging into the manual. The 45-minute car ride back to my family’s acreage was like torture. The Monkey Island 2: LeChuck’s Revenge box art (painted by Steve Purcell) became a playground for my imagination; by the time we arrived home I had already created a world and story based on what I saw on the box. My sister and I traded pieces of the game back and forth as we drove home, but inevitably there was something about the box’s front cover art that we both were attracted to. There was something about the cover art that invoked our imaginations. It had horrible tension, an utterly terrifying pirate on the front, and it told a story in one glance: whoever that guy is on the left, he’s in trouble!
For the release of Monkey Island 2: LeChuck’s Revenge, a latest cover art was introduced with an attractive and luxurious modification made in it. For me something was lacking or rather not upto the mark in the entire demo. My curiosity and doubting on the nostalgic behavior leads to make a differentiation of both the current and older version of the art with some sort of other artists work also included. The gaming world is of much taste for me, including the gaming house as well. In the current article, I used the ideas and terminologies from the Heinrich Wölfflin for performing this distinction in more transparent and authentic way. Being not an expert or a commentator, I suppose to make a lot of faults. Thanks to my friends for their immense support to make out this comparison and to make me aware about the Wölfflin.