Reviews

Book Review: Poptropica’s “The Secret Society”

Hey Poptropicans – get ready for some secrets to be spilled to society!

In this post, the PHB takes on the latest Poptropica graphic novel release, The Secret Society, which came out this April.  You can get this book – the third in the series – on Amazon and some bookstores. This review will discuss the storyline, presentation, characters, and more – so be prepared for some (but not all) spoilers if you read on.

If you aren’t quite caught up with the plot, be sure to check out Mystery of the Map (the first in the series) both as an island you can play on Poptropica right now or read in graphic novel format (either on our Comics page or in the print version as a book). Following that is The Lost Expedition (the second book), for which we recently published a review here (and of course, you should check out the book as well).

And now, let’s get into the review!

Storyline

The story picks up where The Lost Expedition left off, with the kids trapped on board the mysterious Secret Society’s hovercraft. They finally reach their destination, the headquarters of the Secret Society, where they meet the leader Spencer Albright, who explains just enough of what’s going on for the kids to catch up. Here’s where we get the interesting knowledge of how exactly the Poptropica timeline works. Ready?

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As Spencer Albright explains, Poptropica is a unique holding place for islands throughout the timeline of history to just chill, but interfering with their events could have major consequences, which is why the Protectors are there to stop such meddling. As we know from the previous books, Octavian has a time device and is doing some unlawful meddling – and it’s starting to have some negative side effects on history.

So, as Albright and the Protectors scramble to undo the damage – which isn’t going very well – the kids take it upon themselves to help. As worse comes to worse, tensions rise, and each character finds themselves struggling to work together, with personal reasons getting in the way.

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Eventually, we get to face Octavian up close, who is seen ferrying the people he cares about, including a lover – the ones he is willing to destroy history to save. And with some explosive encounters, the kids – in particular, Oliver – finally figures out what he must do to put a stop to Octavian’s out-of-control attempts at control. But even still, they’re not out in the clear just yet… and that’s where we wait for book 4 to wrap up the tale.

Presentation

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As with the other books, illustrator Kory Merritt brings a very distinct style to the pages, characterized by thin lines, gradient coloring, and comical details.

Although the art style is different from what we see in the Poptropica game, it fits into the comics. Often, facial expressions are exaggerated, sometimes to a point where they look a little odd, but that’s the way it goes. Personally, I find the textures and simple lines to be a bit hit-or-miss: while they can work quite well in some scenes (such as the depictions of the Aegis and volcanic lava), at other times they feel incomplete, with shapes merely given a little color.

Something that the illustrations do well in are the sweeping larger-scale panels, which depict whole scenes but also include little details, such as in the spread above of the hovercraft and its whimsical path and frightened seabirds. We also get to visit a couple of exciting places from history: ancient Egypt and Mount Vesuvius.

In addition, this book’s illustrations has some interesting little details embedded within! For example, there is a reference to the meme of Joseph Ducruex (Archaic Rap) hanging on one of Albright’s walls. Later, you can also catch Jorge reading a magazine with Dr. Hare’s portrait on it. What other tidbits did you catch?

Even the inside covers are cleverly done with maps, like the previous two books. This one is especially interesting, because unlike the other two books, they start and end with the same magical map – except with changes reflecting the beginning and end! In both, you can see that we’ve started and ended similarly – flying just above a certain island in the hovercraft.

Characters & Conflicts

In our review of book 2The Lost Expedition, author Mitch Krpata left a comment about one of the main characters in book 3: “The Secret Society focuses a little more on Oliver, and his conflict about what leadership to follow.”

And indeed, Oliver is often faced with challenges with others. But he’s very determined about his convictions, even in the face of disagreements. There are a few times in the story when he’s conflicted with his sister Mya about the right thing to do. But the bigger question for him is, are his decisions any better than the villainous Octavian’s?

Mya, for her part, is unafraid of diving headfirst into places where she sees a possibility of saving people, sometimes ignoring the dangers that come with those options. Oliver adamantly opposes, but as things heat up (quite literally), he begins to realize that interference can be in his hands (again, quite literally).

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Meanwhile, Jorge continues to be the self-concerned comic relief of the series, his mind often thinking more of food than the mission at hand. Still, as he continues to see his friends so invested in the issues surrounding them, he starts to care a little more as the story progresses. Perhaps we’ll see even more development from Jorge in the final book.

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Early in this installment, we’re introduced to a new character, Spencer Albright, the leader of the Secret Society. Despite kidnapping our favorite trio, the Secret Society of Protectors turn out to be the good guys – at least as far as we can tell. As Spencer explains, their goal is to prevent people from meddling with history, protecting the strange timeline of islands of various time periods that randomly stop by in the realm of Poptropica. Nobody is allowed to intervene with the course of history.

The Secret Society headquarters houses an impressive collection of ancient artifacts from history, some of which later get erased. As dangers rise, Spencer – who we learn is descended from Egyptian nobility – finds his very existence a point of conflict as well.

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We also meet Jonas, Spencer’s trusty right-hand man. He seems at first to be an easy-going fellow, happy to play his part in helping the Secret Society. However, as worse comes to worse, things get very personal for the protégé – and his actions become fraught with emotion, making his character’s development also an interesting one.

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Finally, of course, there is Octavian, who brought the kids into this mess back in book 1. And now we see the reason he’s causing all this madness in the first place: he has a lover, and he’ll stop at nothing to get her back. We don’t know their story just yet, but we do know Octavian won’t stop bending history until they’re reunited.

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Octavian also seems to have some history with Spencer Albright, and it’s clear the two don’t agree on the right approach for handling the power they have for controlling the timeline of history. So far, things have only turned into a real hot mess, leaving us to wonder how things will play out in the end.

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Consumed by his intentions, Octavian forgets he erases others’ good in history for the sake of his own desires.

Closing Thoughts: 4.5/5

On the whole, The Secret Society is an excellent continuation of the trio’s adventures from the earlier Poptropica graphic novels. While we had some questions answered, such as what exactly Octavian and the Secret Society was up to, we were opened up to new questions, like how Octavian and Spencer came to such drastically different views for operating the timeline. Because of the deeper insights into how Poptropica islands worked, I thought that this book contained more meat than the others so far.

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I also was intrigued by the whole history-alteration plot, and the book raised interesting questions about how we might act towards things we could control, as well as things we couldn’t control. It brings up conflicts about systems put in place for protection, and about following our own gut versus listening to others. Though the story is fiction, it depicts a reality in our own world: we don’t get to choose the way everything is, but we do get to decide how we respond. And how we respond, of course, has ripples.

Oliver asks the very thought-provoking question, “Do we stop every bad thing that’s ever happened? Why do we get to decide?” Unless we have a time device like these characters do – and even for them, it is limited – we don’t get to undo everything we don’t like. We see these characters realizing that some things are within their control while recognizing that other things are not. And that’s something every one of us has to deal with, too.

The story contains both comedic moments and serious ones, and overall, it’s a fun book for any Poptropica fan. It’ll leave you hanging on for what comes next as we await the final book, The End of Time, coming out this fall of 2017…

Have you read The Secret Society yet? What do you think of the story, particularly with regard to what it says about the structure of the Poptropica universe? And would you change the course of history for any ulterior motive?

Share your thoughts, concerns, and criticisms in the comments below!

Keep popping,
–slantedfish 🐠

Crisis Caverns Island, Reviews

PHB Review: Crisis Caverns Island

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Crisis not yet averted? Check out our Crisis Caverns Island Guide.

Hey Poptropicans! It’s been a few weeks since Poptropica Worlds released – and with it, Crisis Caverns Island. We’ve shared our thoughts about Worlds, and now, it’s time for us to delve into its first and only island adventure. Warning: Spoilers ahead.

Anyway, with that out of the way, let’s pop right in…

Storyline & Characters

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Let’s begin with a simplified summary: You arrive at Caldera State Park and soon find out there’s a supervolcano here that’s on the verge of eruption. Being the nosy curious Poptropican you are, you poke around and eventually find yourself going deeper and deeper into the caves until at last you are captured by “mole people” who live underground. You also encounter the chthonians, monsters who have declared war on the mole people and are causing the tremors that may soon lead to a volcanic eruption. However, you help make things right, and by the time you pop back up to the surface, all is right with the world again. Well, sort of…

It’s really cool how Poptropica seemed to be inspired by subterranean fiction as a plot to this island, with vibes kind of like Jules Verne’s Journey to the Center of the Earth. Subterranean fiction could offer a lot of ideas for a Poptropica island, like a lost world of dinosaurs, Middle-Earth, or even Wonderland! So… it’s a bit baffling that of all the possibilities, they would go with… mole people?

For those who’ve played this island, perhaps you’ll resonate with the thought that, although the premise is interesting, the way it all plays out feels somewhat lacking. There were many opportunities for further exploration of ideas, yet on the whole, the story felt rather rushed from one plot point to the next. The plot leading up to the mole people was okay, but it all went downhill after that. At that point, it was like trying to achieve the climax without first putting on a good foundation.

Looking at a few curious characters, here are some of our questions:

Who, really, are the mole people? Are they human – and whether the answer is yes or no, why do they look so strange, with greenish skin? Is the civilization above aware of their existence? If so, what do they think about them, especially now that they are aware after the quest? How did they get here? Even the first time we see the term “mole people,” it’s just a casual mention by one of the mole people. We also only see a few mole people – king, queen, guards. Where is the rest of the civilization? They are noticeably absent throughout the rest of the caverns.

Also, why chthonians? Their introduction is quite abrupt. You’ve barely met the mole king and queen when they start bombarding you about the chthonians, and we have no idea what they are. Plus, “chthonians” is a long word, and not one many of us are familiar with. Perhaps it would’ve been better to refer to them in simpler terms (beast, worm, creature). And we only had to perform one easy task to appease them, which seems less challenging than a typical Poptropica quest.

And at the visitor’s center, we learn of the missing Dr. Vincent Crispin, founder of Crispin Cave, who had spoken of an underground civilization (the mole people) that no one else believed in. He went too far in his investigations and never returned – but we never do find out what happened to him. Why didn’t we meet him in the mole people’s lair? Did he die – and if so, where is his skeleton? So many questions.

Each character had an interesting design; however, most characters in the park didn’t get as much screen time. Perhaps the park ranger could’ve given a tour deeper into the caves, and it would’ve been nice to see more tourists around the state park.

Despite these confusions, however, meeting the other characters along the way was pretty fun, both in their designs and witty lines. Standouts include the frenemy feud between Hazel and Beatrice, the two old ladies stuck in the cave (“Let’s go somewhere even more depressing: your house”) and the tourist boy who decries the big geyser as “Old Unreliable.” If only we could customize clothing from our new friends!

Gameplay

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Something this island didn’t have, for better or for worse, was a good amount of going back and forth. Given the plot, it makes sense to keep going downward deeper into the caves, but it felt like it needed more exploring and going around.

The mechanics of this island also feel quite repetitive. Having the magnetic belt do the job for almost half the island seems too much. Also, the block-the-geyser mechanism gets repeated twice.

As far as game bugs, there definitely were a few. Some players have experienced bugs like not being able to grab the chthonian egg, the scientists at the park not giving the reward after the second island play-through, and more. Although Poptropica continues to work on fixing these glitches, they could have eliminated more of these issues prior to releasing the island to allow for a smoother player experience.

However, there were some high points as well. The room with the traps, like the statue that squishes you, evoked some Indiana Jones-esque feelings. Also, the slider mini-game is commendable. It really added a bit of a challenge to the island, and it’s been quite a while since we’ve seen a slider game from Poptropica!

Overall, it feels as though the bugs and the repetitive aspects overweigh the positive parts of this island experience. Thus, the overall gameplay is so-so.

Visuals

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There’s no doubt about it: the visual style of Crisis Caverns is absolutely stunning. From the captivating crystals to the refined rock carvings, there is so much delightful detail to surround yourself in. The scenery is definitely a highlight of the island.

But despite the beauty, there’s one more crisis that can’t go unmentioned: all the gorgeous designs that were scrapped in the making of this island. It probably happens to every island during the creative process, but it seems this one was especially affected!

We’ve been seeing sneak peeks for this island since 2013, and the island was even declared canceled at one point, so it’s a miracle it’s finally made it onto the big screen of Poptropica Worlds. Along the way, however, a lot of cool ideas didn’t make the cut, but they’re definitely worth admiration:

So grand. Such a waste that these scenes never made it to the game!

Verdict

All things considered, our final verdict for Crisis Caverns Island is…

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We’ve been waiting a long time for Crisis Caverns, and with all the dazzling previews we saw as well as amazing experiences from past islands on Poptropica Original, our expectations were pretty high for the first Worlds island.

It’s clear, however, that the hype and anticipation from players led to a rushed production from the Creators – who had at one point decided not to work on this island due to ideas not quite working out. Although we are grateful that popular demand brought it back, the overall experience still felt somewhat lacking.

While it wasn’t a complete flop – indeed, the art direction continues to be beautiful as ever – other aspects of the island (plot, character, mechanics, bugs) leave quite a bit to be desired. So, we’ve decided to award it a 2.5 out of 5 crystals.

Thanks for reading our review of Crisis Caverns Island! What did you think of the island and this review? Leave your thoughts in the comments below!

– the PHB team –

Poptropica Worlds, Reviews

PHB Review: Poptropica Worlds vs Original

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Poptropica Worlds has arrived at long last, and now – at a comparatively quicker rate – so has the PHB’s review of Worlds. Welcome!

In this post, we’ll go to great depths analyzing what Worlds has to offer, reviewing what we like and dislike about it (providing suggestions for improvement along the way), as well as comparing the similarities and differences between the original Poptropica and Poptropica Worlds. Let’s pop right into it.

Animation & Visuals

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Analysis:

In most areas – like background scenery and items – Poptropica retains its unique, semi-2D artistic style in Worlds. The main thing that’s new is the design of the Poptropican avatar, which was recreated to have a more detailed structure overall. Also new are its animations, such as the running or jumping movements as well as the occasional idle action of stretching or kicking at the ground.

Review:

Poptropica continues to stun us when it comes to scenery designs – Crisis Caverns Island, in particular, is full of gorgeous crystals, detailed rocks, and other little bits that make up a delightful, whimsical world to explore in. Keeping the unique charm of the style we’ve come to know and love has worked out well.

The re-design of the avatar, too, is a noteworthy accomplishment. Although some may find that it takes some getting used to, the new character looks pretty good with its limbs that aren’t just mere lines anymore, and better yet, new kicks you can customize to your liking. Moving your character around also goes over quite naturally.

One thing that’s a bit of a give-and-take is the addition of the idle actions, which is when your character is standing around for a little too long and randomly decides to yawn or kick their feet or something silly like that. Sometimes, they seem to fit, yet at other times, they seem almost too comical, perhaps unnecessary.

Comparison:

As far as the art style goes, it’s much like the way it is in Poptropica Original, with the notable exception being the new avatar design. Both the avatars of new and old Poptropica are charming in their own ways, yet the new design fits in fine with the rest of Worlds (which is just as well, as it’s here to stay).

Controls/Mobility

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Analysis:

Most of the controls are similar to what we’re used to: a cursor we can point and click to move in a certain direction and a hand for clickable parts. What’s different is that clicking and holding will no longer show you the long arrow that gradually gets smaller as you get closer to your target, and in fact, there are no arrows, least of all colored ones corresponding to the direction of movement.

Review:

Overall, the new controls are just as usable as the old ones, even with the differences. Some may miss the long colored arrows that showed when you’d run, jump, or climb, but you are still able to do these things with relative ease with the single cursor – just click and hold.

Comparison:

As mentioned, there are slight differences with how the controls are presented, but they are easy to figure out. The new does not seem to be any better or worse than the old.

Customization

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Analysis:

One of the first things you’ll notice that’s different in Worlds is your avatar: it’s undergone some changes, but it remains inspired by the original version. With the new style, however, you look more three-dimensional, you’ve got fingers and shoes on your feet, and your limbs are even significantly thicker.

All of this means that you’re going to have to start over in the outfit department. But not to worry: you’ve still got some decent options. Aside from editing your look at registration, you can also customize via clothing parts you buy individually from the shop, some of which are exclusive to members. Shoes and handheld items included.

Review:

Remember when Poptropica advertised that “the possibilities are endless” when it comes to customization? Well, of course that’s hyperbole, but when “the possibilities” are way less than they were in the original Poptropica, you can’t help but feel a little stiffed. Of course, we definitely understand that they’ve started from scratch, and the new art style doesn’t allow for the old clothing to be imported without them manually creating something new. So, in that respect, it makes sense that the possibilities aren’t going to be endless. Not for a while, anyway.

As far as the actual selection available in the shop, it’s decent. If you comb through every page, you can probably find things you like and assemble something cool out of it all. For a new game, the selection is not bad – but of course, there’s a long way to go before we get near the unfathomable number of options that existed on the original Poptropica! That’s just the reality of it being a separate new game.

What’s pretty cool about the new system is that you can now buy costume parts individually from the shop, so you get only what you actually want, and it makes each thing more affordable. One downside is that there’s no way of telling whether or not a costume contains members-only parts until you click on it and realize that there are, which is a bit of an inconvenience. A simple membership icon over the costume (perhaps partially colored in to represent how much of it is member-exclusive) would help to eliminate this issue.

When you go to put on the clothes you’ve acquired, you can flick between tabs that correspond to the relevant areas (such as leggings, hairstyles, etc), which is pretty useful. It would be nice to see this implemented in the shop window as well, to make it easier to browse through clothing parts by category rather than just by costume.

Comparison:

Two customization features are noticeably missing with the new system: the Colorizer and Costumizer. Both would be highly useful, and it’s our hope that they eventually implement them again. At the moment, you can only modify your hair and skin tones at registration, so if you pick something you don’t like, you are stuck with it for the foreseeable future. Plus, there aren’t very many color options available, in contrast to the wide array of possibilities offered by the color selector of the Colorizer on the original Poptropica.

As for the Costumizer, it’s simply nonexistent on Worlds, but on the original Pop, we could use it to copy clothes from various characters (both players and NPCs) we encountered onto our own avatars. This much-loved feature definitely deserves to return, though of course, clothes from the shop that we hadn’t yet bought would remain uncostumizable.

Glitching (and Glitches)

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Analysis:

Because Worlds is running on a new engine (Unity), all the methods of glitching that have been used by glitchers of the original Poptropica are invalid in the new game. Perhaps with time we will uncover new ways to “get ahead” on Worlds, but for now, the only glitching you’ll see are the bugs nobody wants.

Review:

So, there’s no glitching for fun in Worlds (at least, not yet). Well, that’s not such a bad thing. If you miss glitching, though, you can still do it all on Poptropica Original!

As far as glitches of the not-so-fun variety, though, they do exist – not too surprising considering that the game has only recently been released. A notable example of this is “Bleachy Boy” – what the PHC community has dubbed a glitch that removes your mouth and turns your avatar’s hair and skin white (and of course, with no Colorizer, how could we rectify this abomination?).

The game also runs into other bugs, such as not being awarded your coins at the second completion of Crisis Caverns, or furniture not appearing in your house items after being purchased. Hopefully, Poptropica will fix these issues in a future update!

Comparison:

Poptropica Original definitely has ways to game the system, if that’s what you’re looking for. From the ASG to iPop, glitchers have discovered and spread various methods for making the most of your Poptropica experience that you simply won’t find with Worlds, because that’s a whole ‘nother ball game.

And yet, even as Poptropica Original had its technical bugs, so Worlds also has a number of issues with gameplay: Bleachy Boy, for instance, might remind old-time players of the infamous Afro Guy. If all else fails with either game, the usual advice remains: clear your cookies/cache, try a different browser, restart the island, and of course, contact Poptropica support if necessary.

Houses

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Analysis:

On Poptropica Worlds, you get to customize your very own home! You can find it by entering the house interwoven with the big tree to the left of Home Island. Inside, you can click the “Decor” button on the bottom right to place furniture all over your house – although first you’ll need to acquire furniture via spending coins at the shop.

Review:

On the whole, this is a pretty awesome feature to have, and definitely the highlight of Home Island (it’s in the name, after all). There are a lot of fun options with which to decorate your house, from classy brick walls to hipster-aesthetic triangle wallpaper, potted cacti and mounted antlers, and three whole floors to fill up.

Some items (like the wall map seen above) are members only, but non-members will still find lots of cool options to play with (though members do get a 25% discount on everything!). The selection is decent, but it’s not wrong to wish for more, is it? We know members will have access to the upcoming house expansions (the locked doors in the house), and we’re also hoping for the ability to visit other players’ homes as well as throw parties in our own!

Comparison:

Well, this one’s easy – there’s no player housing in Poptropica Original, and in fact, Houses is one of the big new things about Poptropica Worlds! It’s been often requested over the years and it’s finally here, so that’s pretty neat, eh?

Membership

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Analysis:

On Poptropica Worlds, the benefits to a membership subscription are multi-faceted: you get access to purchasing exclusive items in both the clothing and furniture stores as well as 25% off all shop purchases. If you have a membership on your account, it applies to both Worlds and Poptropica Original in one go, so you can play members-only islands and more. Soon, members will also get to expand their house with more rooms.

Review:

This is probably one of the touchiest subjects when it comes to Poptropica gameplay. On the one hand, even Poptropica knows that not every player can afford a membership, but on the other, it’s a way of supporting the people who make the game. Still, Poptropica continues to find a good balance between offering extra perks to those who pay while still allowing those who don’t plenty of access to most of the game’s features.

The incentives Worlds offers are enticing without going overboard. Members get 25% off, but everyone can easily rack up coins to buy things by spinning the daily wheel and replaying islands. Members get exclusive items only they can buy, but everyone else still has lots to choose from (though perhaps a little more to non-members wouldn’t hurt). And soon, members can get house expansions – more room to put things in their house – but with three whole floors for each person to decorate, there’s plenty of room even for the non-members!

Comparison:

The price is still the same as before, and it connects to both new and old Poptropica, so now you get more bang for your buck! There’s no sight of members-only islands just yet on the new Worlds, as there are on Poptropica Original, and we’re really hoping it stays that way.

Player-to-NPC Interaction

Analysis:

On Worlds, you interact with NPCs (non-player characters) by tapping on them. Sometimes, they’ll simply have a speech bubble with a one-liner, as we’re used to from Poptropica Original. For longer conversations, a speech bubble icon will appear over the NPC, and you must click on that in order to talk. Then, a translucent window with both parties’ avatars and names will appear, and the conversation will flow with your speech in white and theirs in blue.

Review:

Both ways of conversing on Worlds are readable, but you won’t know which way it’ll happen until you click on the NPC. It can be a bit disorienting if you’re expecting it to go one way but getting another.

Also, how do Poptropica names even work? On Home Island, we meet three new NPCs: Paula Pureheart, Cliff Housebuff, and Captain Scuttlebutt. Some characters from Crisis Caverns also just go by ordinary first names, such as Stanley or Beatrice. Yet player names continue to follow the adjective-noun format, like Friendly Fish. Why are we different?

Comparison:

In Poptropica Original, we would have speech bubbles with the text appear when we talked to NPCs, and if they had more to say, another speech bubble would replace the one prior after a while. The Worlds method allows us to read each bubble at our own pace and only click when we’re ready to move on, but the differences between long and short conversations may take some getting used to.

Something that’s absent from the Worlds method is the lack of speech options when it’s our character’s turn to speak. On Pop Original, we were sometimes given multiple choices for what we want to say, which would in turn influence the response we would get from the NPC. It’s a small thing, but it would be nice to have that again!

Player-to-Player Interaction

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Analysis:

There is simply no player-to-player interaction, at least not currently. It’s awfully lonely not having any friends on Poptropica Worlds…

Review:

Not much to review in this category, but we trust that the Creators are working on some cool features that encourage player interaction! Here are some things we’d like to see:

  • The return of Friends profiles – pop quizzes and all!
  • Visiting friends in their houses – and having friends visit yours!
  • Playing islands with a friend, or even many friends!

What else would you add to this list?

Comparison:

On Poptropica Original, we had friends. On Poptropica Worlds, we do not.

Liek dis if u cri evrytiem.

Sound

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Analysis:

Like the Sound-Updated Islands (SUIs) first introduced in 2013 on Poptropica Original, Poptropica Worlds is equipped with sound: both ambient sound effects and music in the background.

Review:

The sounds are generally quite ear-pleasing, though if you do not like them, it’s a simple process to go over to the settings in the menu and click the buttons to turn them off. Home Island has its own distinctive soundtrack, and Crisis Caverns has several different ones you will encounter as you play through it, each helping to enhance the mood of the current setting and story point.

Comparison:

Sound in Poptropica Worlds behaves in the same manner as in Poptropica Original – at least on those islands with sound. On the whole, an excellent aural complement to your Poptropica adventuring.


That concludes our review of Poptropica Worlds! What else would you add? Anything you disagree with? Share your thoughts in the comments below!

Stay tuned for our review of Crisis Caverns Island, coming soon!

– the PHB team – 

Reviews

Book Review: Poptropica’s “The Lost Expedition”

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Hey guys, my name is Brave Tomato, and I’m here with a very special post. So in mid-August of last year, the second Poptropica graphic novel, The Lost Expedition, was released out to the world. You can pick up the book on Amazon.

Although a review has been a long time in coming, now that book 3 is out, it seems a good a time as any to share thoughts on book 2 – so here we go!

Warning: This post contains spoilers.

The Story

The Lost Expedition starts off where Mystery of the Map left off with our trio of Mya, Oliver, and Jorge trying to find their way home. After discovering that the map can’t take them straight home, they end up hopping from island to island, trying to find hints that could get them somewhere as well as stock up on food supplies to survive the journey. Among the islands that they visit at first was one populated by the Greek Amazons, and one revolving around William Shakespeare in London. Each island is set to a specific location and time period, it seems.

Meanwhile, Octavian had escaped the clutches of Viking imprisonment and is after the kids once again for the map. However, this time around, Octavian is not the only person the kids have to worry about – on each island, there is one inhabitant that has a sun tattoo on their wrist. These inhabitants are actually spies for a secret society, and they are bent on getting the kids out of the islands by any means necessary.

The main plot kicks in when the kids end up on a barren glacial wasteland as they end up coming across the failed voyage of the HMS Terror (which was an actual failed voyage that occurred in 1813, a thanks to Tall Cactus for telling me). Stuck on this island with nowhere to go – and with no idea who to trust, will the kids pull through it all?

Now, let me tell you, this is a very different type of book than Mystery of the Map was, and I’ll say that it was really well-crafted. This tone here is a tad more serious with heart-warming moments mixed in with plenty of jokes along the way. There is also a tad bit of suspense, considering you never know what the kids are going to run into next. I enjoyed the story of this book more than the first installment, since we’re not stuck in one island the whole time.

Although the main plot on the HMS Terror island doesn’t kick in until page 30, the opening does a good job establishing what the world of Poptropica in this context is like. It’s clear that each island revolves around a specific era and location, whether it would be Anatolia at 479 BC or the Globe Theatre at AD 1602. This becomes a major point for what Octavian is up to, which I’ll touch on later on. There were also aspects introduced during this part, such as the connection with the tattoos being discovered and establishing how the kids got food and winter clothes that will be put to future use.

As for the rest of the story that does feature the HMS Terror, it does a good job in establishing the topic of the novel: the value of leadership. I’ll go into more detail on that once I reach the Characters portion of the review since it is a very character-centric topic. The journey and developments within the story are very engaging, and you’re anticipating what’s coming next. Although there might be points where the plot may be predictable, the story acts as a stepping stone to what we can expect for what’s coming next.

The Presentation

Kory Merritt is back at it again with the illustrations, and there are plenty of highlights within the presentation of the novel. The best illustrations come out of the large structures that were featured in the story. From the Globe Theatre to the abandoned ship itself and the Parthenon at Anatolia, these were spectacles to look at.

The character designs were also visually interesting – I really liked how over the progress of both series, Octavian’s hair and outfit grew to be more disheveled as he met with failure after failure.  The new character designs were also cool to look at, from the Amazonian women of Anatolia, to the inhabitants at the Globe Theatre, to the crew of the HMS Terror.

Now for the action scenes – the best one has to be a scene at the Globe Theatre island when the kids are being pursued by both Octavian and that island’s Secret Society member on the rooftops. The leaps, the views from the chase, were all very cool to see, and it’s a nice change from the standard running on the ground moments. There were also appearances by this polar bear that also did a good job showing the suspense of the situation the characters.

The rest of the scenery is decent (there was not much to say about the glacial island since it’s just plain white snowy flatlands) with the exception of the mountain and the ship. All in all, the art style had more of a chance to shine here, since we get to see more than one place.

The Characters

The characters in The Lost Expedition reflect the topic of the novel, the value of leadership. And there is no character that emulates this topic more than Mya.

Mya is establishing herself to be the most primary out of the three protagonist kids of the series and she’s one of the strongest out of the cast. Over the course of the story, it is clear that she is the one that will develop the most out of the protagonists. After all, remember that she did have to step up as a leader since she’s not only one of the smarter out of the group, but she’s also the oldest – based on the knowledge that she is Oliver’s older sister and that Jorge is the same grade as Oliver. Overall, I felt that Krpata did a really good job with her.

Now let’s talk about the boys, Oliver and Jorge. Starting with Oliver, he’s still showing his establishment as an ego with a heart of gold and great brainpower. His interactions with Mya are really sibling-like, and of course with them being siblings, this works very well for them. They have their arguments, but they show that they do care for each other – in particular, one of the most impacting scenes for me was when the trio get caught in a snow storm and Mya is trying to reassure a scared Oliver.

As for Jorge, he’s had both his stronger and his weaker moments within the book. Sometimes, he talks without a filter and tended to be concerned only for himself – especially when it came to food. Other times, he’s just there for comic relief purposes – while comedy is subjective,  I felt that his comic relief moments were hit-or-miss. However, I won’t deny saying that Jorge’s weak moments are the weakest part of the graphic novel. There were parts where he became quite a lazy pain-in-the-butt.

Then there’s the Secret Society. Throughout their travels, the kids run into a variety of characters, one per island, who each have distinctive sun tattoos on their wrist. When one of them turns to capture the kids, we get an inkling of who they are and what their mission is – but not much. After all, the kids still don’t know what Poptropica is (and honestly, at this point in the tale, neither do we really – it certainly isn’t quite the Poptropica we know).

As for Octavian… hoo boy, howdy, we learn quite a bit more about Octavian in here than in the previous book. Not only is he still on constant pursuit of the kids. Not only is he getting more disheveled as the book goes along. Not only is he still clever and active as all heck. We also learn about his connection to the secret society, and the fact that he was a former member of it. Upon retrieving the map, he looks down upon it and grins that he’s coming home… to Pompeii at the year of Mount Vesuvius’s eruption.

I had a feeling that Octavian was in the same society as “Embed” (whose actual name is Nils), but his name foreshadowed that he was originally the Secret Society member for AD 79 Pompeii. He’s certainly up to something… and it may get personal!

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Conclusion: 4/5 brave tomatoes

Overall, The Lost Expedition makes its mark as a continuation of the adventure that began with Mystery of the Map (not only the first Poptropica graphic novel in the series, but also an island you can play!). We’re taken through several interesting locations, meet lots of distinctive (and some mysterious) characters, all while being able to stay amused by the antics of our three protagonists – some more obnoxious than others!

While we continue to delve into what the world of Poptropica really is all about, The Lost Expedition certainly leaves some questions unanswered – but after all, that’s what a good book does. You’ll definitely want to pick up book 3, The Secret Society, after this read, and let the journey continue…

–Brave Tomato

EDIT: The author, Mitch Krpata, has left a comment on this review regarding the analysis of Mya! Here’s what he had to say:

This means a lot, BT! Mya was closest to my heart in writing this book. At its core I really wanted the story to be about Mya accepting the responsibility of leading the group, and it’s gratifying to see that it came through.

The Secret Society focuses a little more on Oliver, and his conflict about what leadership to follow. I hope you like that one, too.

How awesome is that??? 😀

Guest Posts, Pop 5, Reviews

Pop 5: Worst Islands of Poptropica

(This is a guest post by Happy Lobster, a Poptropica blogger with his own site, A Quota of Poptropica. Please note that the opinions below only represent those of the author. With that said, enjoy! –🐠)

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Hey there, Poptropicans! I’m Happy Lobster, and I’m here to bring you a Top 5 (or shall we say, Pop 5) post of the worst Poptropica islands, cherry-picked out of over fifty islands and episodes. Just before you look below and start screaming at my choices of what the worst islands are, please bear in mind that this is thoroughly-opinion based, so these islands may not be what you think are the five worst islands.

Also, the list below contains spoilers for the corresponding islands below, so read at your discretion. But if you haven’t played the following islands and you love spoilers, then please, continue reading!

The following islands will be assessed out of 100 for three categories: plot, gameplay, and art. Directly below is a quick guide to each of these subsets:

  • Plot refers to the general storyline and background of the island, and a good plot would be one that is creative, inventive, and that has clearly taken a lot of effort to place together;
  • Gameplay refers to how enjoyable the island is for a player, which for me (again, this post is solely opinion-based) would be interesting, suspenseful, and challenging, and;
  • Art, which is generally what makes up all the visual aspects of the island, and it is another large attribute to what makes an island enjoyable to play (like you would be thrilled if you had to play a sloppy island with bad shapes and terrible colours).

Then the three scores for each of the above factors will be combined into an average score out of 100, which will be the island’s total score.

Haven’t fallen asleep yet? Excellent. Without any further ado, let’s get started!

#5: Survival (Episode 2: Hook, Line and Sinker)

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After a not-so-epic first episode, the second episode of Survival starts off with your Poptropican climbing down a rope alongside a cliff. When you reach the bottom of the rope, a slightly violent gust of wind conveniently blows by then, and you fall off the rope. You end up landing on a tree, half-dazed for a few moments, and then you suddenly realise that you are hungry, and you set off in pursuit of a fish to catch and eat.

Like most other episodes in Poptropica, it is pretty short. At the very start of the quest, your Poptropican finds almost all of the items for later use in the episode conveniently strewn around trees for you to easily collect, all in just one scene. For most Pop quests, you would have to obtain all your items by accomplishing certain parts of the island, one at a time, and by practically throwing almost everything needed at you as soon as you enter the episode, it does not promise for a particularly developed or even merely challenging quest.

All you have to do for this episode is walk, jump and push certain entities for about five minutes, and it does require little thinking, which is something I personally like to be included in island quests. So it’s fair enough to say that neither the plot nor gameplay are that great. But, at least there are some positives – the art in Hook, Line and Sinker is fairly pleasant. With a picturesque sky with graceful tree silhouettes, the island’s aesthetic is visually pleasing.

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In any case, you can get a free Fishing Suit in the episode itself, which is an additional bonus, as it is unnecessary to finishing the quest, but it still looks pretty nice.

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#4: Mission Atlantis (Episode 1: Into the Deep)

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Upon arriving on the island, you’ll meet a filmmaker called Cam Jameson standing on a boat, who immediately asks for your help filming underwater footage of some fish, and asks you to find the key to a submarine, so the underwater filming can get started, or as Jameson puts it, ‘the greatest fish story ever told!’. To acquire the key to the sub, you’ll have a fun time kicking buckets of ink over people’s heads, and then you will get the key.

The first part of the episode is rather quick and easily the most boring scene from it, so there won’t be any particularly lacklustre parts from now on during the episode. But that’s not to say it’s going to be particularly exciting, either. Anywho, when you get into the ‘Bubble’ submarine pod, and go underwater, you’ll proceed around the ocean, taking photos of sea creatures, most of which will require simple and vaguely interesting means to get a clear photo of them.

Once you complete taking photos of all the assigned creatures, you’ll spot a rare Hydromedusa, which you follow to the depths of the ocean. You’ll meet a whole clique of the unusual creatures, who’ll come over and electrocute your sub, taking all its power. The Bubble will sink to the deepest, darkest precinct of the sea, revealing the remains of an almost forgotten myth… the lost city of Atlantis.

Most of the episode isn’t very exhilarating. The plot isn’t so great – you take pictures of some sea creatures, and then you conveniently stumble upon Atlantis. There’s not that much to it, and it probably took little effort to think up. In accordance with that, the gameplay is a little tedious. But just as with Survival, the art is definitely good. Well, in the underwater scenes, anyway, since the ship scene is pretty nondescript. The best part of the island is certainly around the end, where the scene zooms out and divulges the most breathtaking feature of all in the episode.

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#3: Monkey Wrench Island

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When you start this island, you’ll find yourself in an airborne plane that looks like it has seen better days. In front of you in the plane, is Amelia Earhart, who in real life, was the historical pilot who went missing flying over the Pacific eighty years ago. The Flying Ace race is beginning, and once an official comes over to tell you all that you will be competing for the Monkey Wrench medallion as a prize. And just like that, the race is underway! You’ll be flying among several other Poptropicans with varying costumes and means of flying. But just moments after the race begins, a woman in a red plane, called the Red Baroness comes over, and throws a wrench at your plane. Spluttering with clouds of black smoke, your plane crashes on a small island in the middle of Poptropica’s endless seas…

You’ll momentarily be in a daze on this new island, but you’ll be woken by a monkey. He’ll guide you through the island, dotted with a few unavoidable setbacks, which are momentary tutorials that’ll teach you how to walk, run, jump, and also how to change your Settings. It’s not as if a lot of you really need this, but after all, it is a tutorial for new Pop players. You’ll meet the chatty Crusoe, who tricks you and Amelia by making you give him materials to make a hammock and a drink for him. He then shows you his plan for a brilliant blimp to get back into the Flying Ace Race, and asks you to build it.

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Yeah… maybe brilliant is not the right word to describe it.

But then a monkey comes forward with a another plan – and this plan shows a sketch of your old, trusty Poptropica blimp, surrounded by unusual Nordic runes, which I’d guess translate into measurements and material names. The monkey certifies that it can build it, after you ask it. The yellow blimp is soon made, and you’re back in the race!

You’ll then find that the ever-annoying Crusoe is accidentally with you and Amelia, so you’ll trick him into leaping into the Red Baroness’ plane, which distracts the Baroness and causes her plane to crash. Consequently, you will win the race, and therefore obtain the Monkey Wrench medallion.

So… suffice to say, your Poptropican does not get the most active on this island out of all the other islands. The gameplay of this quest comes crashing down like the Baroness for me. The storyline is quite simple, and one might even say that it is pretty crude. But the art within this island is spectacular, in clarity, colour and detail. But still, this island was meant as a tutorial for new players, and I think Poptropica has definitely delivered on this. It has been made easy to play for beginners to understand Pop and its quests, and MW definitely conveys a clear sense of adventure, an element that I think is certainly a necessity in any Poptropica island.

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#2: Virus Hunter Island

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Just about a minute into the quest, and you’ll meet a strange man atop the Globochem building, who believes the government is up to something. He’ll tell you that if you can prove that the government has set up a shop in the building he’s standing on, he’ll help you get inside. So, after catching a very inconspicuous-looking truck, with the name Pizza Delivery Company, you’ll bring back a bag of shredded documents, dropped by the truck’s driver. Piece them together, and you’ll end up with three complete documents, one of which shows how to get in the PDC’s secret laboratory. The strange guy will then give you a fake PDC badge.

After accessing the Poptropica Disease Center’s lab with you fake badge, you’ll meet Dr. Lange, who’ll tell you that your badge is a phony, but she really wants a volunteer to stop the virus. She’ll show you a slightly creepy video about the CC13 Influenza, and then send you on your way with two items. Then, after a bit of rummaging through bins, talking to falafel guys, following falafel guys and taking photos of falafel guys’ customers (now that’s what I call not stalking), you’ll be back at the PDC, and you’ll show her the picture of Joe Stockman (the falafel customer), who is also Patient Zero, the person containing the perilous virus. Dr. Lange will then take you to another room, reassures your Poptropican that they have 99% success chance of nothing going wrong when she shrinks you (very reassuring), and then the giant machine facing you fires a laser at you, and you’ll shrink to a nano-sized Poptropican.

You’ll then be in a tutorial, which will show you how to control your ship, the Panacea, which comes with four individual weapons. After the tutorial, a PDC scientist will give Joe Stockman some Chinese food, and you and the Panacea are in it. He’ll eat it, and you’ll now be inside Patient Zero’s stomach! You’re in for an adventure like no other Poptropican quest – you’ll travel all over inside a Poptropican’s body, fighting killer viruses, which, to be honest, do look very impressive.

In all, Virus Hunter is far from the classics. For this island, the storyline is poorly developed. After all, we only know about the Poptropica Disease Center, disguised as the Pizza Delivery Company in public, which finds out the person with the hazardous virus, and they send you in a nano-sized robotic ship, in Patient Zero’s body, to stop it. How did the virus come about? Why is Stockman Patient Zero? There are several questions in Virus Hunter that aren’t answered. The gameplay is definitely full of action – but only in a few parts, when you have to face off against the more major viruses, Otherwise, the action is a little dull. And the island is also glitchy in several areas, being the first official SUI. For the art, to be perfectly honest, is mostly tedious inside the body, and a few sections could even be considered as gross. But like I said before, the appearances of the viruses are quite impressive, which definitely boosts up the island’s visual attributes.

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#1: Wimpy Wonderland Island

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As soon as you get off the blimp on this island, you’ll encounter Greg Heffley, the protagonist of the popular Diary of a Wimpy Kid book series. He’ll say that his younger brother, Manny, has disappeared while Greg was supposed to be babysitting him. Greg is obviously the best babysitter around, isn’t he?

Like the inquisitive Poptropican you are who gets itself tangled in trouble and mystery just upon touching the island, you set off immediately in pursuit to find Manny. The island actually is reasonably fun to play, with several lively scenes; you get to ride a Rumble Bike, chase Manny around a school, climb up Leisure Towers with numerous chances to get belted with random objects thrown at you by elderly residents, play bingo (for those of you folks out there who love puzzle games) push a giant snowball that avalanches over the Whirley Street kids, and perhaps the most fun of all, you get to sled over hills to get back to the Heffleys’ house.

In short, the gameplay is very enjoyable. But in total contrast, is the art (excuse my bad puns). With the whole island being mostly white, with hints of black and negligible traces of blue, it makes for an aesthetic that is boring and depressing in equal measure. The plot – a little better than the visual aspects. Again, like the first episode of Mission Atlantis, the storyline isn’t really developed, but Wimpy Wonderland’s general plot is definitely better than Into the Deep. Some may think it’s just ‘you lose Manny, then you find Manny’, but there are several aspects of the plot between those two phrases, many of these being connections and references to the actual Wimpy Kid series.

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Moreover, there is an extra you’ll receive in this island: a video game called Twisted Wizard. If you love zapping ogres while being a wizard, this is the perfect game for you.

If you need a helpful guide to beating this game, click here.

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Well, ending on that note, that’s it for now. I hope you enjoyed this post. Let me know in the comments: What do you think are the worst five islands?

– HL 😉

Hope you enjoyed this guest post by Happy Lobster!

The PHB welcomes guest posting from anyone in our community if you have something to share, whether it be sneak peeks, My Place in Poptropica stories, or any other ideas you might have. We also encourage sharing on our subreddit and the PHC.

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