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Showing content with the highest reputation on 08/22/22 in all areas

  1. Man, our guesses were spot on. …mostly…
    5 points
  2. I'm a little nervous about the trailer tbh, excited for a release date, but worried that we'll see too much. I feel like at this point, most of us could do without another trailer and just play the game already 😜
    5 points
  3. I understand the impulse to not want to see more but I do feel like there's been a shift in how this has been treated since the 90s. I think we've seen a bit more than we'd usually see of a game in the 90s, but I'd attribute that more to it being so much easier to do now. And in the end it's still only a few minutes of footage and a mere couple of snippets of mostly rather out of context in game dialogue. In 1996 Curse had a 3 minute trailer which showed off a substantial part of the game's intro (including some animation and music that was clearly unfinished, looking back on it.), as well as a demo which let you play the first part of the game. And at the time I feel like we ate it all up, and never worried about knowing too much in advance. My attitude towards it all is that while I don't want to know the big surprises, of course, I feel like the team know what they're doing, know what to show and what to hold back, and how to show it. Like... yeah, show LeChuck's voice -- but use a bit of a weird clip, so we don't hear too much of it in context. Yeah, show us some environments, but mainly ones we've seen before, so that the new locations can be a bit more of a surprise. Yeah, show some dialogue, but nothing super important. I get it, people want to play the game a lot, and don't want to learn too much before going in. We only get to play it for the first time once, it's true. But we only get to be excited about the release once, too... this part is fun too, right? The speculation? The scrutiny of each scrap we're fed to see what it might mean? The noticing the tiniest detail in a background and setting off two pages of discussion into what it might be about? I mean, I like it. That's why I keep coming here.
    4 points
  4. Maybe the acronym now stands for something else? Like ... Script Creation Utility for ... Mimbleweed Mark?
    3 points
  5. I give them credit for showing restraint on changing the name of the SCUMM Bar to (New Engine Name) Bar.
    3 points
  6. I expect today’s MI Monday to be a full Let’s Play of the game as a last little teaser before the release.
    3 points
  7. Eep ook ack! I failed at #Mojole #153. πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ’šπŸ’šπŸ–€πŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/
    3 points
  8. The Delores engines name is Dinky afaik Glad we saw a new feature and everyone has something else to freak out over.
    2 points
  9. We've got a new image from Devolver promoting the thing tomorrow. Nothing new but it's interesting that: A. The background has been changed slightly. Some color correction, additional lighting on the mast, and some beautiful new subsurface-scattering-esque red glows on the hull of the ship. B. Finally, true confirmation that the silhouette is indeed a zombie chef. I'm guessing they kept it out of the original trailer purely to mess with us πŸ˜›
    2 points
  10. For Switch controls I'm hoping for walking with the left stick while browsing through hotspots with the right stick relative to Guybrush's position. Didn't MI2:SE do that?
    2 points
  11. The animation looks amazing. The fire specifically stood out to me in this clip. As others have said, I love how Guybrush's thoughts are in the hover text. I can see this not only being funny but maybe even a little emotional. Final puzzle hover text "time to finally end this." Also, looks like the general trend with these clips is showcasing locations and characters already featured in the trailer. The outside area of Brr Muda, shown four weeks ago, was probably the most spoilerish.
    2 points
  12. Jesus the hard rock rendition of the Scumm Bar πŸ˜‚ and a perrrrfect Curse rendition of the theme before that
    2 points
  13. Ah, my favourite video yet. Main thoughts: That SCUMM Bar music, then the transition. Yesss. The INTERFACE. It's such a neat idea for the hover-over text not just to name the object but give us a few of Guybrush's thoughts about it too. You can sneak in all sorts of jokes that way, too.
    2 points
  14. On this german Nintendo site it says that it looks like there’s gonna be a retail edition of the switch version: https://www.ntower.de/news/81249-return-to-monkey-island-nintendo-eshop-liefert-hinweise-auf-eine-regulΓ€re-handel/
    2 points
  15. We live in a society πŸ‘• I beat #Mojole #153 and all I got was this stupid t-shirt. 4/6 πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ’šπŸ’šπŸ’šπŸ–€πŸ’š πŸ–€πŸ–€πŸ–€πŸ–€πŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/
    2 points
  16. Random thought, but this game seems like a consolidation of the best aspects of all the games; the characters, music and iMuse, locations, voice actors, the classic humor, and returning to the original story thread while also incorporating the canon of the other games. The fact that Dom was in the studio recording with Ron overseeing it, presumably voicing the Secret no less, is something I never thought would ever happen. Whenever I really sit and think about this game, I still can't believe it's actually happening. I'm so ready for tomorrow; c'mon release date please.
    1 point
  17. I'm glad, like you said with your examples, it could maybe sort of work... but I don't think it'd be a good way to do it. What if the reason I hovered over the shopkeeper was to get help with buying (or perhaps I thought I had to steal) the sword, but instead the game gave me a hint about following the shopkeeper. I think whatever they come up with will likely be more direct. Ask a specific question, get a specific answer. I think that vibes with how most people experience needing hints - they go to the system because they are stuck, so they want to be able to say what they're stuck on, and then they want a hint about that and only that, and nothing else, and (this is more of a matter of taste I guess) sometimes they want the hints to start out subtle and get gradually more overt until they have enough information to figure out the rest on their own. In other words, the UHS model, which TWP basically does. I've never seen anything that works better.
    1 point
  18. I hope if there'll be an option to have the mouseover text voiced, by Armato or a computer voice, for accessibility reasons.
    1 point
  19. I bet it becomes the hint system when you enable hints. Turn on hints, and I imagine the kitchen door starts with "Smells good in there" and with time turns to "I need to distract the cook" and "That white tablecloth looks pretty flammable", or some such.
    1 point
  20. It was the only instance where we got a "clean" traditional verb plus noun. I guess that the left click now works in the same way right click worked in the old LucasArts games, it chooses the most obvious action. That's "talk to" in the case of people and "look at" in the case of objects like the scumm bar sign. Looking at that image ... I get the impression ... Guybrush is going to try and hire on LeChuck's ship. πŸ˜†
    1 point
  21. Maybe the little mouse icon only indicated a left click, but there were other clicks available? For example, the Pirate near the door. I didn't see an indication of any other action than "Talk to pirate". That's not necessarily a bad thing, but it's what it looked like to me.
    1 point
  22. 1 point
  23. David Fox confirmed on Twitter a while back that they'd support "direct controls" through gamepads. Exactly what that means is anyone's guess, but presumably it wouldn't be the direct-replacement-of-the-mouse method.
    1 point
  24. Nah. That's not where 7000 lines of dialog come from. πŸ˜… I think it's a bit more complex and versatile. The mouseover gives you a lot of things, but not full fledged commentary. It seems to oscillate between the simple verb plus noun, intent, fleeting thoughts and a bit of a questlog. I can be used for a lot I guess, but that's all with the left mouse button. If it still retains some of the key control principles of Delores, the right click is where the verb magic happens.
    1 point
  25. Yeah curious about the Switch controls too because that's my preferred platform. I really hope it's not controlling the cursor with analog sticks. The last game I played that did that (Later Alligator) I wanted to throw the Switch against the wall.
    1 point
  26. Ooouuuuh, the transition… how cool! πŸ₯° Interface looks good too. Just wondering how all this will translate to the switch. Maybe we’ll see that tomorrow! I just hope the possibilities to interact won’t be too small. We’ll see.
    1 point
  27. Loving the music transitions.
    1 point
  28. It's possible that the only reason I bought a PS4 was to access the Grim Fandango remaster and the Disney Afternoon Collection. As a non-PC player, I felt the need to upgrade my PS3 to a PS4 to play these 90s PC and NES games on my living room TV. Maybe someday I'll get a PS5, if they release Curse of Monkey Island, Zak McKraken, Jedi Knight: Dark Forces II, or SNES Goof Troop on it. EDIT: Why is this relevant? I guess it isn't. Except I'm an example of an adult who doesn't buy new games but will buy console rereleases for old games, or new sequels for old franchises (e.g. Monkey Island).
    1 point
  29. Some people see it as enforced DRM (I think it's a touch More Complicated Than ThatTM AND have enough problems with GOG's parent company that I do not see it as a good alternative... but I'm not gonna get into it here.) Some people also dislike the near-monopoly that Steam has (which I think is fair enough, it's just that to me all the alternatives are sort of.... 'swings and roundabouts' is the phrase I believe.*) *Except itch, I think itch is a great platform, but it's not really relevant here. If they put it on itch, I'd consider using that.
    1 point
  30. If they say it's the last one, I fully expect the game to be out super soon. Now what's everyone's guess for what we see? I'm guessing either Voodoo Lady, Elaine, Murray, or something with the UI.
    1 point
  31. So i'm expecting today's Monkey Island Monday to be the very last. Then release date trailer tomorrow.
    1 point
  32. Ok I finally have time to respond. I can't put into words how amazing it is that you made this beautiful map @Vainamoinen. I love maps! My brain always tries to draw one mentally, and MΓͺlΓ©e Town specifically feels so real to me. This tiny move to the left Guybrush does while approaching High Street now has more context. I can see him going down that route you drew, followed by him climbing some stairs. Also, wild: I never felt that the town is built on a hill that you are climbing. But it's so obvious: Where is the water next to the mansion? I never really questioned it. Anyway, just some random thoughts that your map gives me. Amazing artwork! (Also: "Gefischtwarenladen" πŸ˜„) Duke Nukem voice: "Ooooh! A circus. I love a circus!" This looks so good. Back then I made a ton of levels in the Build engine. I love the restrictions of those old engines, they have this unique aesthetic.
    1 point
  33. Mostly just worried that ReMI will still not be in the GOG catalog this week, which would mean that I'd have to sever ties with the fandom cleanly and immediately until it's clear I can even play the game on release day. Emergency break before the hype train hits the wall at full speed. πŸ₯Ί Can't even be happy about that. It kind of cements the temporary console exclusivity, and that's even more horrible for the indies than for the AAAs. I really hope this gamescom thing isn't bareback Steamtendo ...
    0 points
  34. πŸ‘• I beat #Mojole #153 and all I got was this stupid t-shirt. 4/6 πŸ–€πŸ–€πŸ–€πŸ–€πŸ’š πŸ–€πŸ–€πŸ–€πŸ–€πŸ’š πŸ’šπŸ’šπŸ–€πŸ’šπŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/
    0 points
  35. Eep ook ack! I failed at #Mojole #153. πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/ @Jake What were you trying in line 2?
    0 points
  36. <-- Remi dreaming up new Mojoles πŸ‘• I beat #Mojole #153 and all I got was this stupid t-shirt. 4/6 πŸ–€πŸ–€πŸ–€πŸ’šπŸ’š πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€ πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/
    0 points
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