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Showing content with the highest reputation on 07/25/22 in all areas

  1. I'm gradually working my way through this thread... in the earlier pages, there are comments and a magazine article quote that referred to Secret if Monkey introducing COMEDY to adventure games. I really enjoyed the comedy in Monkey Island, but I do want to point out that beforehand there were a few Kings Quests games and Leisure Suit Larry. I'd also argue that Maniac Mansion and Zak McKraken flirted with comedy. Looks like a fun community here!
    5 points
  2. Another mysterious package in the mail, courtesy of late-night Etsy purchases... Pictured: Substitute "Manny". I was hoping that the pins by CanvasQuestArt would be the appropriate sizes for this model. They're close, but as of right now they are too heavy to stand on their own. I'll get some standees if I'm feeling it. "Do you have a reserva.... Madre Dios! That's not the correct 'Blondebeard'!" You can get your own Blondebeards Chicken Shack Book Nook on Etsy.
    5 points
  3. I think this is a case where people are putting too much weight and expectation on a word in an interview.
    4 points
  4. We got a dialogue tree! And VO in action!
    4 points
  5. I think Monkey Island 1 went harder in comedy than much of what came before — or at least Monkey Island 1 has a unique sensibility that surely felt modern and fresh at the time — but you’re right it definitely wasn’t first. Before graphic adventures there were many comedy text adventures too. (and, welcome!)
    4 points
  6. You can criticise whatever you want, but what happened with ReMI was about outright abuse. And it was towards a tiny team of people whose game wasn't even out yet. Call it "tone police" if you want, but IMO abuse isn't acceptable anywhere at any time. (And yes, of course I've failed at this in my life, but it's doesn't mean I think my behaviour has been acceptable when I've failed.) So I don't see it as a double standard when compared to Escape. Right now everyone's just tired of hearing complaints about the new art style because it's a shallow and subjective observation that doesn't lead to interesting discussion. And also because there's an unfortunate connection to some horrible human beings. So, yes it is kind of frowned upon... because only we're all sick of it, and we don't want to open the flood gates to those horrible human beings thinking we're on the same team. I also agree with Jake that come back here in six months after the game has been released, and we've all time to digest it, and you'll see lots of balanced discussion about the game's perceived merits and flaws. In fact, probably for the next 20 years! I also think it's great that some people have got so much love for Escape. It deserves it! And I'm glad that complaints about it here tend to be considered and thoughtful, just like the discussions about ReMI will be once it's released.
    4 points
  7. Something about the Judge's angry hammer slamming animation reminds me of LittleBigPlanet. Feels very puppety in a good way In thimbleweed park you could turn off the wobble if you went into the prefs.json file, so I'd assume the same is true here
    3 points
  8. I like the zoom-in effect inside the courthouse. I was a bit concerned because everything in the trailer was really big and zoomed in. It seems like the camera shifts to match the situation. Edit: the emotion of the judge really comes across, the characters look really vibrant in action.
    3 points
  9. They likely wouldn't put it on GOG so I couldn't care le I actually have a demo of a Devolver published game installed, Terra Nil. I can't shake off the feeling that the developers put so much time and energy into the demo that they won't be able to complete the game until next year. So ... I'd rather time and energy was spent on completing Return to Monkey Island. Today, I want teh music. 🎶🎶🎶🎶🎶🎶🎶🎶🎶🎶 (read: dededededelededededeledeledede)
    3 points
  10. I'm fine with counting the website chat with Stan as a demo, as it technically features gameplay in the form of dialog options
    3 points
  11. I got into Monkey Island with TOMI and the special editions, and played EMI when it was already thoroughly considered "the worst one" by the fanbase. I was playing the whole series, after all. Wildly out of order, but still. Gotta play em all. And EMI has a lot of charm. I actually like the graphics a lot. I was a tween in the year 2000, during the late 5th gen and early 6th gen of gaming. While I didn't play EMI then, its a very nostalgic aesthetic for me. I like the anachronisms. They're funny and insightful in places. Its nostalgic - again - as its interesting to be reminded what was considered new and novel at the time. There's a lot of interesting details and nice touches. There's a lot to love in EMI. But Good God have the politics in that game aged like milk. I agree with a lot of the broad political messages. Authoritarian populism is bad. Misinformation is bad. Rupert Murdoch should be crushed by a giant stone hand. But EMI is a story that can't imagine better things. That's all I'll say, and I'll leave it broad, because I don't want to discuss politics. I'm sorry for even mentioning it already lol. also I love Guybrush as a malewife and EMI needs to stop making fun of him for it:(:(;( stop bull iyng leave guys ,bush alone .
    3 points
  12. That made me curious actually, and so I searched the game script. How many mighty pirate references? MI1: 4 MI2: 1 (in the end sequence. That sort of surprised me) CMI: 12 Wasn't able to find the others... Perhaps it was CMI that started the trend of overusing this one. As for the new one, I imagine they cherry picked this for the tease, hopefully it's not overdone.
    2 points
  13. Personally I think it's more likely Brrr Muda is cold because of some freak micro-climate stuff, or even some voodoo interference. If it were just somewhere really remote, then why would they use that pun?
    2 points
  14. Also, I know it's already been confirmed, but the game is being played on a Mac in this video, hence the dark cursor 😛
    2 points
  15. When I played through SoMI again recently, I noticed that one of the boats Stan can talk about is a viking boat, and he has this to say about it: She comes from a land far to the North, where the sea is as unforgiving as the men are tough and-- --hey, you wouldn't happen to be from there would you? You just seem to have a sort of Nordic quality about you^ Idk, could that be what Brr Muda is?
    2 points
  16. It’s just the Matterhorn right? Including the yeti
    2 points
  17. I don't mind the comparison but I don't know that I'm yet sold on Brrr Muda as a concept. Obviously we don't know much about it yet but between the pun name, the very video gamey conceit of 'what haven't we done before? Ah, an ice level!' it still seems a bit odd to me, almost too on-the-nose as a kind of location MI hasn't done before, but it might make perfect sense in the context of the story. Come to think of it, why DID the ride in CMI have that snow section? All the others were scenes to do with events of the previous games (or their lore) - why snow and yetis suddenly. It would be fun if Brrr Muda retroactively justified the existence of that scene on the ride....
    2 points
  18. Haha, I always liked that text wobble. Made it feel more lively or something 😛
    2 points
  19. It's interesting: The more I see in action, the more I'm getting totally comfortable with the graphic style. I actually didn't even notice it when I watched that clip... I just wanted to see what was going to happen. I hope the rest of the fandom are coming around to it like I am. Anyways... loved the video. Want to play it. NOW... But OH GOD (here's come the fanboi), I don't like the text wobble! I hated it in Thimbleweed Park (and I hated how longer lines scrolled off the edge of the screen, too). Of course, I'll cope. I'll cope.
    2 points
  20. I had hoped for zooms; they did wonders for the Book of Unwritten Tales backgrounds. That along with the music and the ice formations really makes the scene here. The central building (town hall?) and its icicles look like they're formed by the storm, and that's just incredible. We still have animals in every scene, it's just that on Brr Muda, they're all frozen. 🥶
    2 points
  21. I think some of this discussion has made me realise something that was important about the humour of the first ... I would say 3 games, which is that for the most part except for extremely heightened moments or twists, the basic bare bones synopsis of the game could actually be played pretty serious. MI1: A young aspiring pirate called Threepwood completes a series of trials to be accepted as a pirate, falls in love with a governor, Elaine, who gets kidnapped by a ghost pirate LeChuck, and gathers a crew to journey to Monkey Island to rescue her, encountering a strange castaway, cannibals, and a monkey-head temple with catacombs leading down to the ghost ship. In the end he returns to Melee, confronts the LeChuck, and reunites with Elaine. Goofiness level: 1/5 - this could be told perfectly straight, really. MI2: Threepwood, newly separated from Elaine seeks a new adventure, since his stories of LeChuck are no longer satisfying his pirate peers. He seeks the most famous pirate treasure of all. After getting waylaid on Scabb Island, he accidentally brings about the resurrection of LeChuck, and begins a race against the clock to find the pieces of the map to the treasure before LeChuck catches up with him. The quest takes him around three islands, and culminates in his capture and escape from LeChuck's fortress, just in time to find the treasure he has been looking for. But when he finds it, it turns out that LeChuck claims to be his brother all is not what it seems with his world. Goofiness level: 2/5 this is a pretty non-goofy plot until the end. Curse: Lost at sea after his strange experience with Big Whoop, Threepwood drifts into port only to get immediately captured by LeChuck, in a battle with Elaine. In his escape, he accidentally destroys LeChuck once more, and finds a ring which he uses to propose to Elaine. The ring turns her into a gold statue. To turn her back, he needs to find a ring of equal value, and the quest takes him to Blood Island where he must unravel the legacy of the residing family and resolve their ghostly troubles to finally get to the ring. But LeChuck, newly resurrected as a demon is not far behind, and the game culminates with a return to the mysterious big whoop, where Guybrush must foil LeChuck's plans to build a skeleton army. Goofiness level: 2.5/5 I'm going to say that the repeated encounter and resurrection of lechuck makes this one a touch goofier, as well as the extended stint in the theme park at the end and weird plot contrivances about why he built the theme park. Escape: Threepwood and Elaine return to Melee island to find Elaine is presumed dead, and a new pretender to the title of governor is in town. Going by Charles L Charles, he is making unreasonable promises. Elaine sends Threepwood to sort out her situation with the lawyers, and along the way he's confronted by the australian Ozzie Mandrill who intends to commercialise the carribean, with chain stores. But this just turns out to be part of a deeper plan he has to find a treasure called the Ultimate Insult, which he plans to use to mind control pirates all over the caribbean. It turns out that LeChuck, disguised as Charles L Charles is also in on the deal, and wants the Ultimate Insult in order to win Elaine, and the two villains are working in cahoots. Guybrush is left stranded on Monkey Island and while there discovers that the castaway, Herman Toothrot was actually Elaine's grandfather all along, and that the monkey temple from the first game is a giant robot, which he gets control of and uses to confront Ozzie and LeChuck once and for all before they can use the insult to take over the Caribbean Goofiness level: 4 actually this game has a pretty convoluted plot so it was difficult to condense it all without missing out important details, but more importantly it's noticeably goofier. Tales: After botching another attempt to destroy LeChuck, Threepwood accidentally turns him human and apparently decent, instead. But before he can get a hold of the facts, he's stranded on Flotsam Island, a place where the winds make it impossible to escape, and manages to unleash a LeChuck-themed disease on himself and the Carribean. He discovers from the Voodoo Lady, someone who had helped him several times before, that only a giant sea sponge can heal the pox, and after fixing the problem with the winds goes on a quest to find it. Along the way, he's swallowed by a giant manatee, reunites with an apparently reformed LeChuck, and is chased by a french scientist intent on studying him to try to use the pox to discover the secret of life, and encounters Morgan LeFlay, a conflicted bounty hunter and admire of Threepwood. His trials lead him back to Flotsam, where he narrowly avoids conviction in court for the trouble he's caused, but at a critical moment, after discovering the Voodoo Lady's own motives might not be pure, LeChuck reveals his true motives and kills Threepwood. To win the day, he must travel the underworld, return to life and defeat LeChuck once more, with the help of those he met along the way. Goofiness level: 3.5 - this is also quite a wacky convoluted plot, but I'm giving it a bit lower goofiness rating because its wackiness still feels like it is grounded in the context of a pirate adventure to me, where a lot of 4's wackiness seems to come completely out of left field. I suppose you could say the same about MI2's twist, but in that it was mainly a bit at the end, and was left very ambiguous. Also because it's episodic, it's not suprising that Tale's plot has a lot of twists and turns in it.
    2 points
  22. Demos have been coming back into style lately! Lots of PC games do demos for the recurring Steam Next Fest event, which is demo focused, and they are also encouraged for the Nintendo Switch eShop. Not sure what that means for Return, but they are more common than they were a few years ago.
    2 points
  23. Now that’s something I haven’t seen before! It looks like it’d lend itself to some painting if that were one’s interest.
    2 points
  24. What if Winslow never comes home from Poker Night at the Inventory 😭😭
    2 points
  25. I'm predicting a dialogue tree scene today and some samples of voiceover. Maybe a new character, maybe a returning one, maybe LeChuck... Thinking about Tales, I wonder how/if Winslow's absense will be explained in the game. ( Assuming he is, in fact, absent from the game and they're not just hiding him... 👀 ) Maybe we'll get a weird playable demo like with MI1, which used the games' visuals and engine, but had practically nothing to do with the games' story at all. I believe MI2's demo wasn't playable (though it is possible to run some early scenes of the game included in the demo files in ScummVM apparently.) CMI/EMI/Tales gave us the opening scenes as demos, I believe. Perhaps RMI will follow in that vein and give us the pre-credit carnival scenes as a demo!
    2 points
  26. Weird that things can be reactions but not available in posts on this forum 👕 I beat #Mojole #125 and all I got was this stupid t-shirt. 5/6 🖤💚🖤🖤🖤 🖤🖤🖤🖤🖤 🖤💚🖤🖤🖤 🖤🖤💛💚🖤 💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    1 point
  27. Correct. And Schafer originally wanted Guybrush to be called Hank Plank. It’s only safe to assume Guybrush, LeChuck, ElCarlo, and Plank are quadruplets.
    1 point
  28. Oh man, Guybrush daring to shout "Guilty!" at a judge just to brag about being a might pirate sounds a lot like Monkey 2 Guybrush.
    1 point
  29. I believe Ron said it's a modified version of the Delores engine?
    1 point
  30. Some might hate this comparison but all the distinct locations are giving me an Uncharted vibe strictly in terms of the scope of locations being visited and how varied they are. The islands, underwater, LeChuck's ship, the carnival. So much is going on. Other MI games of course had plenty of locations, but the scope seems bigger than ever in this one. I hope you can go from island to island like in MI2. The puzzle chains that stretched across multiple islands is what made that game so amazing and satisfying for me.
    1 point
  31. Yeah, that's what I sa- Ohhhhhhh!! 😎 The "I" and "bench" especially sound very Boen-esque. I could see it!
    1 point
  32. - the judge ... I wonder if he's also LeChuck ... 😊
    1 point
  33. Very nice! Can definitely tell that this is going to feel like the original games. - iMuse-esque transition was lovely! Can already tell that the soundtrack is going to be a highlight. - Background motion and details are crazy! The snow, the flags, the parallax, the first time we've seen snow in a Monkey Island game (bar Monkey Mountain). Not even Curse's world felt this alive. - Dom hasn't lost his touch one bit. - Great to see the dialogue trees working as we remember them. Perhaps "reactive" dialogue trees mean that some of them will be on a timer ala. The Walking Dead. That'd be a first for the MI games. - Not really in love with the first judge's talking animation with the wobbly, distorted head, but the second "ORDER IN THE COURT" animation was spot on. - There appears to be lip sync! - The voice actor of the judge... I wonder if he'll also be LeChuck's voice actor...
    1 point
  34. The walking up stairs animation is blowing my mind a little. Idk why they took the time to make his steps actually match each stair, but they did! Actually is this the first stair-walking animation? I feel like previous games would have just had guybrush walk diagonally upwards with stairs.
    1 point
  35. Cool to see some dialog, but still little idea of what is meant by 'reactive dialog trees' Nice to see those skulls back on the dialog options Nice little dynamic music transition. I might well be wrong, but feeling a little bit of a Bajakian flavour for Brrr Muda?
    1 point
  36. Haha I think you're alright saying this. I feel like EMI was very of its time in that way. In a lot of media we were seeing this attitude of 'Welp, there are all these problems with the world but heck, what can we do but laugh at them?' which now comes across as cynical as I feel more recently the trend has been to create media in which people face up to and fix long standing, generational issues. Often in an oversimplified way, but still nowadays the message does seem to be more 'improving society somewhat is possible' I think you often see these ripples forming first in media aimed at kids. Sometimes people complain about adults being so into kids shows. But I don't think it's because we've become terribly infantilised, as some might claim. I think it's because of the historical moment we find ourselves in. At 40 years old and going through my teens up to the year 2000 with this kind of idealised view of the world of, while the world has problems, things are getting better and they should continue that way, only to have reality hit hard in 2000 and beyond right in time for adulthood, we're desperate for any kind of media which is saying 'you can navigate through this and have a better world', and that's a very different view to the kind of cynicism we were fed on in the late 90s into the 00s, and that EMI was well versed in. Given in ReMI we have an older guybrush, perhaps having a new younger generation of pirates to deal with, I hope the direction the story is going in is not going to be a 'pirating was better and more pure in the old days' sort of thing. I'm definitely fed up with stories which feature the Youngs ruining everything with their confusing ways, we get enough of that in the daily discourse without having to have it be a theme of games too. I hope the subtext of ReMI isn't 'let's get back to the good old fashioned days of pirating where things made common sense', and that's my main worry for the plot of the game at the moment based on what we've seen. For a game that's so open to trying new things, it'd be a shame if it was rooted in a 'people were better in the old days' mentality. I hope it's more optimistic, and if there's any sort of moral to the story I hope it's more like 'we need to move on, but we can't do so by making the same mistakes of the past' or something.
    1 point
  37. Just know you’re dead to me.
    1 point
  38. Come back in six months with this take, once the game is out and people have had time to digest it a little. Return isn’t out yet, Escape has been out for two decades. When Escape was announced people were tentative because of the look and introduction of 3D, but the prevailing feeling was “wait and see, it’s a new monkey island after all!” (Also: I really like and appreciate your enthusiasm for Escape. It’s not my favorite game by a long shot, but there’s a lot to like in it, and you can tell the team worked hard on it.)
    1 point
  39. Strong first four paragraphs, @Groggoccino. After that, I do have a few objections. It's true that dissing Escape has kind of become a canonical Monkey Island fan reaction. But it's also true that this community has done its utmost to throw that old paradigm out the window. We're trying to wrestle that negativity to the ground. We're absolutely not losing great, dedicated, contributing and positive community members over this trivial matter. To find analogy to the criticism voiced towards Return to Monkey Island's art style is, in my opinion, valid. But there are of course also glaringly obvious differences. In, for example, the places that criticism is voiced in. Its tone. Its foundation. The course of argumentation. That it's targeted at real people. That it attempts to explain the reasons for the choice by plainly insulting the greatest heroes that the people in this thread have. That's not like criticizing Escape, that is something new and horrible that didn't even exist 20 years ago. The art style 'debate' has quickly degenerated into one of those "Not all fans" defense methods. What filth Ron had to wade through on his own blog was completely unacceptable. Just about five percent of those posts were insult trolls and right wing nutjobs. If I hated the living guts out of ReMI's art style, I would rather have shot myself than putting my own "respectful" criticism right there between abusive a-holes and nazis. I would not have been that desperate to get my "arguments" directly to the creator to participate in the abuse. Voicing respectful art style criticism in respectful, positive minded communities is ... difficult ... though, I readily concede that. I think there's a good reason. Some arguments would easily survive the tone police but still be insinuating quite nasty things ("selling out", "corporate art"). Some claims about the looks of the game are factually wrong ("cheap flash game", "bad animation"). Often times, the more civilized criticism views the whole franchise through coke bottle thick nostalgia glasses and claims fantastic things about the older games. Then there's the "should have been pixel art" crew (impossible). The "just do the graphics of MI2 in HD" crowd (impossible). The "like CMI but in HD" crowd (also, quite impossible). The "could have chosen any art style BUT NOT THIS ONE" folks. You can voice above criticism in a civil tone, but it would still be laughable criticism. At the face of it, it's art criticism. And that is on the one hand fiendishly subjective, on the other hand it's like taking a knife to the artist's soul. Not many people have the knowledge and skill, and even fewer have the empathy for that. If you've ever been on an artist forum, you might even come to the conclusion that even the artists themselves often lack the empathy for constructive art criticism towards their peers. So what I'm asking of the critics might, another concession here, impossible for them to give. But I hope it has become obvious why I can so seldom accept the form of the present criticism.
    1 point
  40. So that's where I'm at and no idea how to proceed. Well ... it's got to have a monkey with a pipe of course ...
    1 point
  41. Throwing my hat into the Elaine discussion, while I have loved every single one of her appearances, I always enjoyed her character the most when her being a competent badass also did not take too much away from LeChuck's credibility as a legitimate threat. While the end of Secret was great because it took what was the typical damsel in distress trope and turned it on its head, it also made LeChuck look like a buffoon, which perhaps was the point. That being said, I think the real payoff was LeChuck's character in the sequel; the fact that not only does he not seem to care about Elaine, but the fact that he doesn't even mention or reference her, not even indirectly, once is actually really disturbing. There is something so disturbing and personal going on just beneath the surface of LeChuck's Revenge, that the ending truly feels earned. LeChuck being Guybrush's brother always felt more than just a blatant Star Wars ripoff, because of the personal nature their battle became during the course of that game. Going back to Elaine though, I think I loved her portrayal in Tales the most because of how it weighed her intelligence and resourcefulness against LeChuck's malice, and Guybrush's effectiveness as the protagonist, a little more evenly. While Elaine was always still partially two steps ahead, I always found it made sense that she would never believe a human LeChuck was good because she also knew him before he became undead; he was evil even back then. Despite that though, LeChuck still gained the upper hand and we later learn it partially had to do with a voodoo trust charm he was using. It was oddly satisfying to see LeChuck become such a credible threat to the point that the entire world and the afterlife were at stake by the end. Tales did so much right from a story and character perspective in my opinion, but I truly loved what it also did for LeChuck as a villain. It showed his ambitions extended far beyond Elaine and revenge; he also wanted power, riches, and to conquer everything. He was just despicable in the last chapter of that game. How he so overtly abused Elaine just showed his obsession for her was nothing more than an extension of his need to control everything and everyone he lusts for. I loved the crazy escalation in Tales; the stakes have never been so high to the point that everything was burning and LeChuck was even taking over the spiritual dimension. It made perfect sense that Elaine just by herself couldn't stop him. She was far from helpless, but it took everyone in the end to finally take down LeChuck. I found that a perfect balance for everyone's character. The fact that Dave helmed the project with Ron's input really validated it for me. Sorry, that was a little bit of a tangent for my love of Tales. Going to Elaine's relationship with Guybrush, it actually always made a lot of sense to me. I think to call Guybrush just a dork misses the entire point of his character. Yes, he's a dork but he also has a razor sharp wit that enables him to overcome impossible odds. Him managing to infiltrate Elaine's mansion and go toe-to-toe with a disguised LeChuck probably really made him stand out to Elaine, along with the mutual physical attraction. One of the reasons Guybrush is such a great character is that when he does have a moment of badass, it's so disarming and satisfying. Maybe that's what Elaine sees in him lol.
    1 point
  42. It’s worth noting that MI1 is where we first saw Elaine doting on Guybrush with very little reason to do so. She almost immediately flips from being quite standoffish to wanting his clothes off and inviting him back to her place. The hot/cold nature of the relationship was established in those two games, so it doesn’t seem a crazy stretch to me that she’d be feeling loved up again months/years after losing him to Big Whoop (I forget if the game said how long).
    1 point
  43. I've never agreed with that view. In Curse, she escapes LeChuck and reroutes the Carnival of the Damned, rescues herself in Escape, and masterminds everything in Tales.
    1 point
  44. Mm, I mean, I don't know. I suppose it is true that Monkey Island brings them a new kind of customer, but I don't know that they think this is the hottest e-ticket in town. I think it can feel that way from our Monkey Island bubble, but a brief look at their release list shows that they've had a string of healthy releases and also a couple the biggest indie releases of the last several years. Fall Guys and Inscryption I think both fall in that camp, and I remember a whole lot of buzz around Weird West. There's great buzz about Return to Monkey Island, sure... but.. mainly places like here. Outside of the usual suspects I haven't heard a whole lot of buzz around the internet. I've seen a bit of Let's Play activity from people using this as an opportunity to play the series for the first time, but honestly not quite so much as I expected. It's sorta easy to see why though - the teaser was extremely aimed at people who already knew what to expect from Monkey Island and are, well, like us. There hasn't been anything revealed yet that would give a complete MI newbie much incentive to want to learn more, and I think until we reach that point there's a limit to how much buzz Monkey Island can possibly generate. And even then it's still the 6th game in a series of what has become a relatively niche genre - it's never going to have the breadth of appeal of something like a Fall Guys which is multiplayer, a perfect streamer game, etc etc. I'm comfortable with the idea of MI being a passion project, or a sort of prestige-get for Devolver, rather than something they consider a flagship title.
    1 point
  45. Welllllll actually, if Escape from Monkey Island remains canon, Guybrush "washed up on the beaches of Mêlée Island™" and did in fact not ... OUCH!! PAPAPISHU!! WHO THREW THAT?!
    1 point
  46. For me, I think the only real disdain I had for Escape from Monkey Island was, for so many years, it was the final Monkey Island game. It felt lacking in that regard for me with Guybrush being kicked off a cliff by Timmy the Monkey, who I hated because he is foisted onto players as if he was an established character. Even with Tales being the final game for an even longer period of time, Tales really felt like a grand finale from a character and story perspective with an epic final showdown and some genuine, heartfelt moments at the end that also reminded me of previous entries. With Escape not being the final game, but one in the middle, that disdain basically dissolved for me. The only other thing I would say is that I think the game sorta missed the mark a little bit with Guybrush's character. While he was still funny, his edge was really lacking in the game. Guybrush is not really a badass, but he has these great moments of edge and wit that are perfectly captured in all the other games. He was basically degraded by every character over and over again in Escape to the point that he is kicked off a cliff and left calling for help. Beyond that, I really enjoyed it and it has a certain charm that is unique to it. It's certainly unlike any of the other games in the series and while some use that as evidence that it's a bad Monkey Island game, I think the opposite and feel its unique charm is a selling point. It also has some of Dominic's best and funny lines in the entire series in my opinion. I love the banter between him and Jojo and his original MI crew. I also really loved Meathook's backstory as a painter; funny yet moving at the same time. Despite Herman's backstory being a mess, I did appreciate how the game tied up the Carnival of the Damned and the Caverns of Hell, as well as Elaine's governorship. The overall story is silly, but I also respect it for just going completely crazy by the end with a talking monkey, a giant monkey robot, and fighting in Monkey jabber.
    1 point
  47. Sorry but I have no doubts at this point, Monkey Island 3a never existed and Ron’s been lying to us all along. Let us compare some of his statements through the years. Yesterday, Twitter (Does #ReturnToMonkeyIsland go approximately in the same direction of the story you had in mind back in the 90s or it ended up going very far from that?) There was no story or design for MI3 back in 1992 so RtMI can't go in that direction. There was no "direction". RtMI is all new and better then I would have done in 1992. 2017, Official Thimbleweed Park Forums https://forums.thimbleweedpark.com/t/ron-gilbert-about-art-and-bad-endings/1686/67 (I don’t believe the rumour(?) that Monkey Island was planned as a trilogy …) Sorry to disappoint you, but before MI 1 production ended, I had planned it as a trilogy. Don’t mistake “I didn’t have an ending” with not knowing what the theme of the ending should be and where the overall story needed to go. It’s how it works. Some people will tell you you have to have the ending before you begin, these people are just wrong and aren’t people who create (interesting) stuff. Part of the process of writing is understanding your story. By the time you finish, you realize it’s not the story you started with. If you want to think that I had the whole MI trilogy in my head from day one, you will be disappointed. I knew large story beats, but that’s it and that’s all I would expect most story tellers to have. Ideas are guides, they are not a hard map to follow. It’s a process called creating. Good idea really come out fully formed. 2007, The World of Monkey Island https://web.archive.org/web/20080116135428/http://www.worldofmi.com/features/interview/gilbert.php (Is the idea for Monkey Island 3 just in your head or do you have the script lying in a drawer somewhere?) It's mostly in my head, but I did write out the basic story line, which I've probably lost by now. But it's still in my head.
    1 point
  48. I would not overthink it, and play them in the order they were made! This color is a little dark but is otherwise exactly what I wanted the Tales of MI logo to look like, but LucasArts wouldn’t let us at the time, because it was the “old school” logo and didn’t reflect the current state of the brand. I was pretty sad that as a result it wasn’t allowed to match the rest of the series (other than the special editions). Makes me happy to see this again.
    1 point
  49. I hope this doesn't come off as an ad, but I did make a purchase so long ago that just arrived today, and I'm just excited about it. Actually, conveniently so soon after the Limited Run Games Anthology Collection arrived at my house and my subsequent placement of the Guybrush statue back into the box, arrived was my custom order from Comunie Customs, a group down in Argentina. I believe I found them on Facebook but probably from some Instagram postings. What have we here?? Why they are custom Funko-styled figures of Guybrush and LeChuck! Unfortunately, Guybrush's sword didn't make the 3,000 mile trip perfectly, but I can fix it. Same for LeChuck's raven hat-piece. A quick fix I'm sure. A reverse shot of LeChuck's fantastic hat. I have the three feathers that also just happened to snap. I was actually quite impressed with the amount of bubble wrap used, even inside the individual boxes. And here are some in-production pictures they shared with me during the long year wait. Thanks for looking at my silly, custom Funkos.
    1 point
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