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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. They're referenced as Cheese Squigglies -- the non-copyrighted cheese treat also seen in Putt-Putt Saves The Zoo. (I was researching if it was an actual brand, but it doesn't look like it.) Related, the crackers found around Dinky are, going by the inventory, likely modeled after Saltines.
    1 point
  24. Yum! Bat drippings Assorted scales Cat knuckles Monkey flakes Spider Lungs Skink Toes
    1 point
  25. I'll have whatever Governor Phatt is having.
    1 point
  26. Amazing! Was DMnkly really in it?
    1 point
  27. 1 point
  28. Fantastic. Hugely enjoyed all the nice little animation touches.
    1 point
  29. 1 point
  30. You can never unhear those awesome explosion SFX.
    1 point
  31. 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
  32. Yeah and/or maybe it's a side effect of what they're doing with the UI. If the UI is designed, as they say to minimise the number of stock responses you get to interactions, perhaps that's encouraged them to write in more bespoke interactions.
    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. 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
  35. I think I was hoping that people would get from context that I was talking about the comic style. but I see the confusion - when I was saying 'if I can critique the writing' I meant that 'if I can critique the writing of Tales', in contrast the style of the first three games is drier. But yes, I see your point about the writing in TP. Maybe in that context it isn't necessarily a positive that ReMI has so many lines of dialogue, but we'll see
    1 point
  36. I'll admit that even as I wrote it I thought 'is that too much callback' because I agree to a certain extent that there can be a tendency to overly fan-service things by calling back or bringing in old characters or locations. That said, I do think the time to do it is when you're in unfamiliar territory. I might be reading too much into it, but it feels like Murray was included in here at least in part to remind the players 'see? Still Monkey Island.' But I've long wanted the return of the Men of Low Moral Fiber and when I think of them getting themselves trapped in a whale as their latest misadventure that makes me smile.
    1 point
  37. I do think sometimes the 'grit' was overstated a bit. MI2 had more cartoony backgrounds and animations, so I already felt that the game's visual language was moving in a more cartoony direction even as the story itself got darker, but you're right, it's tough to balance these two impulses of the game.
    1 point
  38. That was always a neckbreaking balancing act in LucasArts games, and I guess the preferences are very subjective. A lot of fans have no problem with Monkey Island looking and feeling like Day of the Tentacle. Others abhor the cartoony stuff and would rather have a gritty and at times brutal pirate story. And there's no "middle" here, no real balance that fits everyone. I'm quite with you, I would have wanted more of the grit in Tales. Then again, once we got to the ending of episode 4 and episodes 5, we had rioters over at the Telltale forum because this stuff was "way too dark for Monkey Island" for some. Lair of the Leviathan was definitely too cartoony for me (could go on for hours about "Noogie"), but the pirate faces meme was a massive hoot on the forums, and the manatee language phrasebook a stroke of genius. The bad yielded the good, so I eventually just shrugged it away.
    1 point
  39. Whoa! That must be the original Indiana Jones jacket! His mom even embroidered his logo in the tag.
    1 point
  40. And 'swallowed by a whale' is a popular seafaring trope/yarn that hadn't yet been in a Monkey Island instalment, so I say fair game.
    1 point
  41. Oh I absolutely agree, like I said, in terms of the actual writing and design of the episode I think it's one of the funnier and better parts of the series, I just feel slightly conflicted about how wacky the writing gets in parts of the series. If I have to critique the writing in one way, I always felt like the writing in MI was somewhat dry, especially for the first two and a little bit for CMI too. There's a lot of sarcasm, a lot of comedy generated around nobody caring what Guybrush is up to except Guybrush, and occasionally Elaine. And the writing is... understated, a bit? Like, even when it's doing something a little bit goofy, it's understated. In MI2 Guybrush says 'Watch me flip this bone right into my pocket. They don't call me the bone master for nothing." then he tries it and it hits him on the head and there's no follow up. That's the end of the joke. I feel like newer games would feel the need to add Guybrush saying something like. "Yeah, well, the wind was off" or "Glad nobody was around to see that!" or something. It reminds me a bit of something I was talking about with a friend the other week, where a writing problem I think newer Simpsons has vs earlier stuff is that it doesn't know where to stop a joke. They'll make a decent gag, then they'll follow it up one or two beats too far, and the follow ons have the effect of sort of milking the joke empty. One of my hopes for ReMI is that it's written tight. I want a drier, less rambly Guybrush, and story elements that feel more grounded than goofy. Bu I forgive you for the manatee thing
    1 point
  42. That looks like concept art drawn by Peter Chan to my eye. Nice to see him working with Tim Schafer again!
    1 point
  43. The part where Ben started strangling Mo was a bold design choice.
    1 point
  44. 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
  45. It’s not for nothing you posted this under unpopular opinions, of course.
    1 point
  46. 1 point
  47. 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
  48. 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
  49. 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
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