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Showing content with the highest reputation on 06/27/22 in all areas

  1. Hello everyone. I cannot not do Monkey Island art while waiting for ReMI, so I made this. Please enjoy. ❤️ Marius
    13 points
  2. 5 points
  3. The story was always supposed to have a sea monster eat you in the third episode (mermaids and sea monsters were seemingly always part of the story because of the overall “edge of the map” theme), but I am responsible for it being a manatee. I said the words “giant manatee” in a story meeting basically as a joke, and then it got a ton of traction and I learned my lesson of never contributing an idea you yourself don’t like because you might be forced to live with it. I think it turned out well even though it’s on the goofy side, the writers came up with some of my favorite set pieces and writing within that constraint, and we took it upon ourselves to try and make the appearance of the manatee as scary as possible at the end of 2 start of 3, but there’s no changing it being a manatee. There’s lots of fun concept art of the sea monster in all sorts of forms, ranging from giant terrifying angler fish to lovable borderline-plush manatee, and we landed somewhere in the middle.
    4 points
  4. Turns out, guy posted two unfinished Full Throttle 2 cutscenes back in January and no one noticed 😮 Spoilers for a cancelled game Intro: Cutscene:
    3 points
  5. In MI1, Guybrush teases one of the Men of Low Moral Fiber by saying he likes rats "with a little wine sauce." Along with the cereal, the Sea Monkey contains cinnamon sticks and fine wine. Many bananas are found on Monkey Island. There's livestock on LeChuck's ship, and I doubt they're being raised for friendship. I don't know if ghost pork counts, though. In M2, Governor Marley's party is referred to as a fish fry. Insulting Governor Phatt can include a reference to "bacon grease and pure fat." Among the suggestions that appear in the end credits: - Or eat lime jello with pineapple in it. - Or go out for pasta. - Or invite some friends over for salmon and white wine. In the library's card catalog, Yorkshire Pudding is a subject. Guybrush references ketchup when reading "Vegetables Children will Eat." There is a book called "Scourge of the Pizza" with the byline "Examination of forced olive consumption." There are also references to gumbo, tomato worms, and soda fountains.
    3 points
  6. Very, very nice! “the candle room”… 😂 I love that Guybrush wears his dress till the end under his coat because he likes it so much. 👌🥰
    3 points
  7. Coming right up! Although those screens were posted three years ago, so I would assume they are known...? This is the source: https://www.artstation.com/artwork/OyanLg There's also some stuff from RTX Red Rock, a couple of Star Wars games and Infernal Machine.
    3 points
  8. Laughed a good few times at that. 😄
    3 points
  9. Linking to this speech from "the other adventure game Gilbert": https://www.youtube.com/watch?v=TfHpch-ipFU "I'm David Gilbert and I'm here to talk about creating dialogue with fewer words. Basically, game dialogue should be shorter." (Screen in background switches to "Thank you for your time" slide)
    3 points
  10. The manatee swallowing the ship was probably the best cliffhanger of Tales next to the one in Chapter 4. I remember thinking "this is what Guybrush gets for riding one on Jamabalaya Island" 😂 I get that it's maybe a bit goofy, but I actually like that. I've noticed that others have said that they prefer MI when it's more dry, but I also love it when the games committ to something truly dumb. It's why, despite the retcon, I kinda love the giant monkey robot in Escape. What's that? This isn't the unpopular opinion thread? Oops, my mistake, carry on then 😜
    3 points
  11. I was at the "Too Many Games" comics and games convention this past weekend and got to meet Richard Horvitz, the voice of none other than Zim of Invader Zim. Oh, and the voice of Raz of Psychonauts. Just thought I'd share that he was extremely friendly to the fans that came out to see him and doesn't mind doing Raz's hand-brain pose. ;)
    3 points
  12. Wowww, that is a brilliant mix by Dmnkly of his usual Guybrush performance with an impression of Marius and his speech rhythms. SO GOOD.
    2 points
  13. I assume Remi is thinking of Cheese Squigglies™! Clearly distinct from CHEETOS®. Are breath mints food? Of course they are! Probably only a calorie apiece, too. In the Monkey Island 1 demo, the pot in the kitchen is full of unspecified soup. And if you add the meat it becomes "hunk of meat soup". And if you try to add the fish, it sucks to be you because Guybrush "doesn't like fish soup", the big baby. God, has everything after the first line changed colour just because I had the temerity to copy and paste the Registered Trademark symbol? I hate the future.
    2 points
  14. Yes! I recognised that voice and rewound to hear it again
    2 points
  15. The candle bit had me legitimately laughing out loud. Thank you for making this!
    2 points
  16. Fun and wonderfully animated. 😀 "Are you El Carlo?" 😁
    2 points
  17. You mean upscaling the Star Wars prequels? That's pretty much been done by Disney for the 4k releases (Disney+ and UHD), though probably not with as much AI support as would be possible. But there are fan projects out there, doing just that, upscaling Eps 2 and 3, plus adding digital film grain to make them look ever so slightly more detailed.
    2 points
  18. That's certainly a valid concern, as something I've long lamented about many modern adventure games is how overwritten the dialog can be. It often feels like the writers are too impressed with themselves and lack any sort of editing. I always appreciated how the LucasArts adventures in general were punchier. However, it's also possible that the large amount of lines has more to do with the scale of the story and where it takes us, with more interactable items and lots of locations, rather than a whole lot of overwritten dialog in smaller spaces. I certainly hope for that.
    2 points
  19. Don't get me wrong - 'dry' isn't meant as an insult. It's a style of wit, where the writing style is a bit detached and little bit understated, it's not overly screwball and goofy. I'm saying I like that the bone master thing didn't have a follow on joke, it was just a quick visual gag then done, never referred to again. I like that the humour is a bit dry and understated, and that I think especially in EMI onwards sometimes there's a bit of a tendency to write the jokes a little bit broad. Here's another example of MI2 being dry. When he gets arrested on Phatt: 'Aren't you Guybrush Threepwood?' 'You must have me confused with someone else. My name is 'Smith'.' 'Smith, eh? That's an unusual name.' And that line is left there (they call back to it with Kate, too, I guess) You could miss the joke if you aren't paying attention, but I think in more recent MI games they'd have been tempted to make guybrush make a face, or say 'It is?' or something. Dry wit, to me, is just wit that trusts the audience a bit, doesn't need a big signpost with flashing lights saying 'here is a joke' As you know I didn't LOVE Thimbleweed, but I don't know that I found it overly rambly. That said I do agree that the person I mostly associate with tight dialogue is Tim Schafer. My go to example for this is early in Grim Fandango when Manny asks Eva what she did to get stuck in the DOD and she responds, "What I did back in the fat days is none of your business - you know the rules." It's such a small line but it does SO MUCH WORK. Firstly, it introduces a little piece of slang 'the fat days' which gives us a little insight into how the dead view their living days a little irreverantly. There aren't really tormented souls, they're just people, settled into a new phase of existence. Then it introduces the concept of their being a kind of taboo around talking about the living days - it doesn't matter who you were back then. Thirdly it tells the audience - what happened to Manny and anyone else in the Land of the Living is not a relevant part of this story. Don't worry about it. It's very typical of Tim to write something like that, just a very terse - no, this doesn't matter, and you shouldn't be asking about this - while another writer might have been tempted to serve up a whole land of the living backstory for all of its characters. My hope is that with Ron and Dave having played through MI1, 2 and CMI, they will really pay attention to its 'voice' (while I have some quibbles over CMI's story, I do think that its comic 'voice' was fairly similar to the first two games.)
    2 points
  20. Yeah, I mean don’t expect miracles but you should enjoy it @ThunderPeel2001, as long as you’ve got the appropriate setup. In my ‘man cave’ where I’m pretty close to a 55-inch TV I can appreciate the differences quite easily, but with the 65-inch downstairs I can’t — because we sit quite a bit further away. The thing about 4K is that it creates a ‘sharper than sharp’ sort of effect. A starfield is a classic example, where the dimmest stars would occupy less than one pixel in HD, yet in 4K you can still perceive them even though you can’t see the individual pixels themselves as such. I guess it’s a similar concept to ‘retina’ screens on phones. It’s not so much that you can see the extra detail, but that the detail is so fine it creates this perception of a much more detailed image a la real life. Of course, all this falls apart if the source material isn’t ideal, you’re too far away, or your vision isn’t so hot. It’s also worth noting that it’s an entirely different situation with games. The difference is very visible there; even going from 1080p to 2K makes a notable difference. I think it’s because of the perfectly sharp nature of games, plus the fact that many have jagged edges or other such artifacts. Cinema smooths this out somewhat.
    2 points
  21. When I finally got glasses a decade ago I was deeply upset that I could see the pixels in theatrical screenings. What a ripoff!
    2 points
  22. Haha, great find but I already hate it. The way that the end of FT dealt with Ben and Mo's relationship was perfect - yeah, there's a world where those two might have worked together but they missed their chance. Retreading that and turning it into a potential romance cheapens what the end of that game does. FT showed me at 13 that it's fine, actually if the hero doesn't 'get the girl', that sometimes it's actually more interesting if he doesn't.
    2 points
  23. 1 point
  24. Yum! Bat drippings Assorted scales Cat knuckles Monkey flakes Spider Lungs Skink Toes
    1 point
  25. I was trying to figure that one out and concluded it was the same thing pigs eat. So more edible than IHOP in other words.
    1 point
  26. I'll have whatever Governor Phatt is having.
    1 point
  27. 1 point
  28. Yeah, those come from the online portfolio of Karen Purdy, an artist who I believe built environments for the game as well as Telltale's first season. We made some educated guesses about what their in-game context was in the FP article.
    1 point
  29. That was amazing! Thank you Marius, and well done!
    1 point
  30. You can never unhear those awesome explosion SFX.
    1 point
  31. Yeah, it does - but it's really hard to tell how, since the original publication in the 1800s had no indication of harmony - and various versions have used the simple "implicit" harmony, or something slightly more "spicy". So, other than the standards of the 1600s (when it was supposedly written, although we don't know if the melody is newer), the harmony in MI2 might be the correct "original" one, for all we know. 😂
    1 point
  32. I suggest to try Dave's Unavowed. Not so much because of the dialog (which is short and sweet), but because of some of its innovative experiments with mechanics and UI. In the course of this game, you're actually aquiring new team members, have to choose which ones to take in a new mission, and you'll face different challenges depending on what members you chose. It almost has an air of the RPG. I'm a bit meh on the ending(s) and the non voiced 'mouseover commentary', but fully on board with story, characters and the central turning point of the story. This is a much more grown up point & click adventure game that shows confidence in the things it tries to achieve.
    1 point
  33. I accidentally met Dave Gilbert once. I was at a game event and had struck up a conversation with someone about adventure games, and we started walking and talking because they were going to meet a friend, and so they met the friend and we sat round a table together and gradually during the conversation I realised that it was Dave Gilbert. I wasn't quite sure how to react because I like Dave Gilbert, I think he has a lot of good opinions (like the ones on this talk) but... I'd liked but not LOVED the games of his I played so I ended up in this weird situation of 'oh, wow, I'm talking to someone who I really respect for making his own adventure games and being the other adventure Gilbert, but I have literally nothing to say about his own work, but I'd still sort of like to talk to him about adventure games.' Looking at the start of this talk though makes me want to try some of his more recent work because it looks like he's admitting to not being very good at writing dialogue in the early days, and I think mainly it's his earlier work I've played. Incidentally, dialogue was part of what killed The Longest Journey to me. I was excited to play it but everyone just goes on and on and on and on.
    1 point
  34. Indeed (hence my concern!)
    1 point
  35. Oh yeah, the rationale for them being there totally works, it's a great idea actually! I just wonder if the balance might be off with the familiar-to-new content in one chapter. Then it becomes a dilemma of "do we get rid of Murray here" and I wouldn't swap him for them , especially with what we ended up getting. You're definitely right on the money about returning characters being better in unfamiliar territory. It's why I've always been more on board for returning characters than returning islands in this series. I just know that you can still go overboard with familiar faces; I think current Star Wars has been relying on that a little too heavily with certain projects.
    1 point
  36. That looks like concept art drawn by Peter Chan to my eye. Nice to see him working with Tim Schafer again!
    1 point
  37. These are clearly deeply early, they look like layout passes bounced straight out of Maya (3D animation program) as a playblast preview.
    1 point
  38. This really makes me wonder what they're going to do with that courthouse in Return, given that Ron has been very clear about not wanting to retread any story beats from Curse-Tales. That judge is definitely not Grindstump, he's got a very different look, and obviously it's described as "a chilly new island" so we're not revisitng Flotsam at all (and I think we've covered everything we possible could from there within Tales itself). Out of all the screenshots released, I think that's the one that has me the most intrigued, because it seems to be an entirely new place, unlike the other screenshots that are very obviously evoking the nostalgia for the old games, being that they are from familiar locations. But yeah, if Guybrush isn't on trial, I wonder why he's there in the new game. So many questions, I'm constantly channelling my inner Marius and exclaiming "I wonder what happens!'
    1 point
  39. Further Tales thoughts as I play though Chapter 3 and squeak into the beginning of chapter 4: * I continue to be appreciative of the difficulty level, and the style of puzzling in the game. It's mostly straightforward, but they're all GOOD puzzles, they make sense, they're not irritating to carry out, and they're designed well and quite original and sometimes stretch your brain a bit. I thought Chapter 3 had some really nice little set pieces, from the marriage quiz at the start, to finding all the different faces, to the out of body experience, to the manatee phrasebook dating. * While I like the puzzles themselves, I am struggling a little with the tone. I'm starting to think Tales overall strays a little too far over to the goofy side of things. The jokes in this episode are written well - it got more chuckles out of me than the last two, but when I'm trying to think about the vibes of this game against the others in the series, getting trapped in a huge manatee and discovering a sort of party brotherhood inside, then later hooking that manatee up on a date is skewing a little closer to EMI than MI1/2 or even CMI, tonally, IMO. I think I prefer my MI on the slightly less wacky, whimsical end of the scale. * I appreciate the extra work done in this episode to differentiate the characters, even though they're clearly working off the same models. That said, similar to above point, I think the nerdy character and the dude are characterised a little more broadly than I like from my Monkey Island. * At the time I remember loving Chapter 3 and thinking this is where the series gets on track. In hindsight, I think it actually starts picking up in Chapter 2, and Chapter 3 is the best written and executed yet, but not particularly Monkey Islandy to me. * But of course, the presence of Murray helps. Always love a Murray appearance, and I think he's really well done here, moreso than I remember. The credits are a very nice touch. He's also really well animated. He's very recognisable, for what is essentially an ordinary human skull. * Sure are a lot of weird fat jokes about the Voodoo Lady. Feels a bit cheap, and I don't remember this being particularly a thing in the first 3 games. Can't remember about EMI. * I've only played through the lengthy intro to Tales 4, and I'm already excited to get back to a more grounded setting. When I think about the set up to this episode - Guybrush getting arrested and tried for various puzzle crimes he did earlier in the game -- I can absolutely imagine that as something that could have happened in MI2 or CMI, perhaps, and I think I'm going to enjoy this episode, especially because I remember only a couple of things about it. * The switch to night is nice, and the opening moments are moody in a way I like. * Good to hear that Stan voice, think it's going to work really well in ReMI
    1 point
  40. The part where Ben started strangling Mo was a bold design choice.
    1 point
  41. Distracting Monkey fans from the lack of trailers with a little animation would make me really happy. I can't wait for you all to see it, I put a ton of love into it. It's decades of my Monkey Island passion compressed into 5+ minutes.
    1 point
  42. It’s not for nothing you posted this under unpopular opinions, of course.
    1 point
  43. 1 point
  44. Agreed 100%. Like @KestrelPi said, there’s a little hiccup each measure to move it from 3/4 to 4/4 time, but if you add that to the original song it basically lines up perfectly.
    1 point
  45. I dunno what to tell you, they're objectively the same melody but with MI2's version modified a bit to make it fit more easily into a 4/4 time signature. And I already knew it was based on an existing tune, I just couldn't remember where I'd heard it before. And we know all 3 composers were both pretty fond of incorporating trad tunes into their pieces, and it was a well known enough tune in the US to make it into The Simpsons, so it's not even a stretch as far as I'm concerned. This sounds much more deliberate to me than the idea that the LeChuck theme was based on that tune from Dr. Doolittle, which starts the same and then goes off somewhere else. Or the Moleman being a bit like that Poirot music because they both use a 5 note chromatic descending melody. This is the same melody right up to and including the B section (it's an AABA structure melody - there's a tune, then it's repeated, then it does something else, then the A melody comes back again and both the A melody and the B melody at the same here)
    1 point
  46. Love them! I like the texture, too. It adds some life to the backgrounds. As for the typography, the original artwork (in Rogue Leaders) gives clearer intention, but your tests really bring the whole thing to life! Also I just found this website... loads of cut lines I never knew existed. Including a dead guy under the DeSoto... Sam: That'll teach him to break our antenna https://tcrf.net/Sam_%26_Max_Hit_the_Road
    1 point
  47. So what you're saying is... Disney are selling these fine leather jackets https://www.shopdisney.com/indiana-jones-leather-jacket-for-adults-2840057819027M.html?isProductSearch=0&plpPosition=2
    1 point
  48. Oh, I knew exactly what I was doing, and it didn't take a voice director to guide me 🙂 I mean, cheap, fun, dumb, goofy, sleazy, whatever. Take it up with whoever wrote the line. But as an actor, there's only one way to read that line responsibly.
    1 point
  49. Amazing work, once again! Can they just hire you to work on the remasters from now on?
    1 point
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