I spent a lot of time thinking about what the right set piece for Murray is, and he has an amazing opportunity to shine in the very first Tale, where you get to interact with him directly. It felt like the idea of a talking skull, we've kind of done that in Sea of Thieves before, so we knew we had to have Murray in there. So even though we largely take inspiration from the first two Monkey Island games, a key exception and example of that idea is the character of Murray. Critically, it's not just featuring characters for the sake of it - if a character is going to appear in our Tales, they need to have a place as part of the story. Nailing that was so important - it was important to us to create space for where these characters could have these key moments, really trying to give each one a moment to shine. Just imagine the amount of time you spend interacting with characters in those original games. It's one thing to recreate those locations inside your game, but the tone of Monkey Island is so distinct - how did you make it feel right in such a new context? We take players to iconic locations like Mêlée Island, seeing the island in its entirety but also visit the fabled Monkey Island itself. This is an opportunity for players to unravel a mystery of Guybrush's fate and how LeChuck is using the magic of the Sea of Thieves to imprison him. But in classic Sea of Thieves style, you get to go knock some sense into Guybrush. We build that into our story -LeChuck has come to the Sea of Thieves, and he's used its unique magic to create this fantasy for Guybrush where he is the legend he's always wanted to be and, through that power, he's quarantined him off in the Sea of the Damned. And as part of our storytelling, it's also the Achilles heel of Guybrush.
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