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  1. The new game absolutely has to be pixel art and if it's not it will be totally ruined! Oh no, wait... The new art looks really cool and is making me even more excited to play the game. Now that's a plot twist I wasn't expecting considering what a nostalgia-loving-change-o-phobe I am In other news... I've never been keen on Escape but your comments have made me look forward to playing it again and being open to enjoying it even more this time! Also, hello everyone I'm new and I've just read through this whole thread. Right, back to your interesting discussions.
    12 points
  2. Boy, it sure is good that there's a new Monkey Island game by Ron Gilbert and Dave Grossman coming out. Golly gee
    10 points
  3. As the guy who did the header image for that article, I think ReMI looks great! Its art feels very much like work of an accomplished and technically competent artist going for a particular style (and it is - looking at Rex Crowle's previous works they're jawdroppingly good. Knights and Bikes in particular, you can really tell it was his passion project). No one's wrong to dislike it or disagree with it stylistically, but half the fun in appreciating art is engaging with stuff you don't like, wouldn't you agree
    9 points
  4. The most noticeable difference in behavior I've seen in the VGA CD version compared to the VGA floppy version is that some text was (accidentally?) cut in the scene where you bribe the Monkey Island cannibals. There are some graphical differences besides the user interface, though. Mostly it's subtle differences in colour. I suspect some of them may have been caused by the colours being ordered differently in the palette. At least with things like the smoke from the voodoo lady's cauldron. That change carried over to the special edition, too. Maybe it also explains why the actors are a bit brighter in the CD version? Unless that was a deliberate change. (I had to use a demo for the EGA version, since I don't own a copy of that game. Hence the difference in text.) But the most noticeable colour difference, and one that I'm sorely tempted to fix in ScummVM because I think the CD version is harder to read, is the sign about the dogs: One other graphical difference was probably introduced by mistake: When playing the floppy version from hard disk (rather than directly from the floppies), the close-up of captain Smirk has animated cigar smoke. The same smoke animation as for the cauldron, apparently. I'm guessing whoever updated the game just mechanically removed those checks, and only kept the case without the smoke. Restoring the animation in ScummVM turned out to be easy, but getting it to appear a the correct position and with the correct colours took a bit more fiddling: The only case I've seen where graphics have been redrawn, rather than re-coloured, is the meat in the SCUMM Bar kitchen. The floppy version looks like ribs to me, while the CD version looks like a leg. And while preparing this screenshot, I just noticed that the colour of the grog changed to green. Edit: This change may have been to match the animation when you use the hunk of meat later?
    8 points
  5. I chugged every carbonated beverage I could find in the studio, but I'm going to have to give my belching a B-. The humdinger I was shooting for eluded me
    8 points
  6. It looks like the three probably-not-that-important-anymore Pirates took over the store.
    8 points
  7. Those are synonyms, professor.
    8 points
  8. Same, I don't want to see anything more. But of course I will study every new tweet thoroughly.
    8 points
  9. 8 points
  10. The more the Cursed soundtrack comes out in these threads (thanks by the way, I appeciate it), the more I feel the urge to "remaster" it and give it a new coat of polish
    7 points
  11. I don't think Ron or anyone from the team decided to make any "safe" choice with this game. I think that they made the choices that they thought were best for the game they wanted to make and for a new Monkey Island game. The music is a very important aspect of Monkey Island (one could argue the most important), all the games had at least one of those composers working on it, seems like a pretty obvious choice to me. The voices were already perfectly cast and I doubt they had someone else in mind to do them, so why would they need to change them? Doesn't seem to me like this is nostalgia pandering, but simply that they had (most) of the casting job already done. The returning characters were a thing since Monkey Island 2 (there aren't many important characters in the first game, but most of them return in the sequel) even though they are few. The UI we don't know anything about really, other than it works with a mouse OR with a controller, and that they worked really hard to make the controller option worthwhile. I think this really shows how really willing they are to modernise the way adventure games are played in a modern era. This leaves the art style, which changes in every Monkey Island games (even between the first two). If there was a safe choice with the art, they couldn't take it while trying to make a modern game. Pixel art is out of the question because they don't want to get the "nostalgia game" label that Thimbleweed Park got, so it was a choice of choosing an art style that suited the game. They decided to go with 2D probably because it gives a cleaner look and ages the game less (look at how Curse aged better than Escape and even Tales visually) and getting the guy who made Ron's favourite fan art and worked as an art director in very good looking games was the best they could do. Also, Steve Purcell, Peter Chan, Bill Tiller and many others who worked on the art of the first 3 games were probably busy with their other jobs so... P.S. Also I'm new here, been lurking around since page 1 of this thread
    7 points
  12. So then we're all agreed. This isn't an echo chamber.
    7 points
  13. Everyone is different, indeed. I think I enjoy things whether spoilered or fresh, but in different ways. My play order was VGA Secret (1993 or 1994, I think), followed by Curse in 1997, and eventually Revenge in 1999 when I was in high school. And I think this contributed to Revenge being my favorite MI game for many years. To me, Curse of Monkey Island's manual and in-game dialogue hyped the everliving heck out of Revenge. I opened the instruction manual and saw the Guybrush I knew from Secret standing on one end, and I saw this new Guybrush (a cartoon version of Secret, almost) on the other end, and between them was the Guybrush I wanted to be - looking like he did in Secret, but with that cool successful pirate coat. Throughout the game I'd hear references to Big Whoop as this dark mysterious force... and Guybrush couldn't quite remember what had happened, just like I didn't quite know what happened. I was right with him in that bumper car when Curse began. Then I went on the internet, and it was filled with a similar reverence and respect for the ending of MI2, arguably at the height of fan obsession with the mystery of what "the true secret" of MI would have been. So I went into LeChuck's Revenge already knowing the premise, most of the in-jokes (because I went to these Lucasarts websites and checked the in-jokes for every game), Wally's and Largo's existence, the detailed fate of Marley's crew (I got joy from seeing the same stories in the library book that LeChuck had already told me in Curse, and in seeing Rapp Scallion's reanimation without the memory bubble) , a vague notion of the island names, and the knowledge that I was going to end the adventure standing in Mêlée's alleyway and, eventually, as a child trapped in an amusement park while possibly or possibly not being LeChuck's brother. I was spoilered to the major beats, but not the minor details, and that unique blend definitely left a positive impact.
    7 points
  14. That is the problem with being a part of a journalistic, deep-diving, award-winning website like Mojo — with its integrity and grace we have to cover those teasers. For the people. Or we just have no willpower or restraint, who can really tell?
    7 points
  15. 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.
    7 points
  16. 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 ...
    7 points
  17. Ryan Jones clearly attempted to continue this feeling in Tales’ concept art, but the final camera work and (crucially) the Wii requiring the scene be split into two separate game environments meant it never got to have this effect in game.
    7 points
  18. I would be happy if nothing else was shown!
    7 points
  19. 7 points
  20. I did a little Guybrush. I’m trying to get my head around using Procreate on an iPad and using such things as colour, rather than the ‘doodles on paper’ approach which is about as far as my art has ever gotten.
    7 points
  21. https://instagram.com/doodle_mitzy
    7 points
  22. Soooo, today’s #TreasureTuesday! What do you guys think Ron will post for us today? Also really looking forward to #WallyWednesday, #ThreepwoodThursday, #FanserviceFriday, #ScummbarSaturday and of course #SecretRevealedOrYourMoneyBackSunday!
    7 points
  23. For the chapters, here's a short comparison video I put together...
    7 points
  24. I dumped them all into a Twitter Moment (basically twitter's version of a playlist) for easy viewing: https://twitter.com/i/events/1546172305243398144
    7 points
  25. Quickie acrylic fan art attack
    7 points
  26. It's perhaps also the MI game that's most self-consciously a sequel since MI2, but I guess we'll know for sure when we play it. CMI was more like a 'reset', obviously at the beginning and end it addressed a lot of MI2 stuff, but the main action was pretty self contained from that story. EMI comes closer I think, In a way it sort of seems like the approach we'll get here - it almost follows on from where one game leaves off and then uses Melee Island as a kind of base camp for the rest of the story. But it's a very different version of Melee Island and so it feels a bit harder to connect the dots back to MI1, and after that the story introduces so many new elements of course. Tales obviously self-consciously wanted to break direct continuity and imagined some other adventures happening between EMI and it, providing a buffer for another sort of 'reset' With Return, we'll see how it lands. Maybe the titles have something to say about their place in the series (this is a little tongue-in-cheek, but fun to think about): Secret was about being let in to a fun but slightly mysterious world. 2: LeChuck's Revenge: was the first and only numbered sequel and already hints at a darker follow up. Curse was about... the simultaneous blessing and curse of inheriting what MI2 left us with. Escape was about escaping from tradition and embracing a maximalist, wild interpetation of what MI could be. Tales was mainly just about telling a cool story in the universe, where there are many stories to tell. Return is about getting back to the story Ron started telling, and finding a new way to tell it.
    6 points
  27. The easiest fix would just be empathy. No matter how bad you find this or that, just imagine that instead of shouting your feelings on it towards a video or into a social media post, you are sitting in front of Ron or Rex and sharing your feelings about it all with them. The tone would automatically shift to *at least* "This isn't for me, but...".
    6 points
  28. Ok, this is the last word I'm gonna say on this for now, but lately I've been thinking about the things we learned moderating the DF forums, and Discord. We often talked about how we don't actually have to be for everyone. It's not automatically a virtue to be a debate hall. Some places are just a... cosy hangout, or a bar or whatever, and sure, someone can walk up to the front and say 'here is why you're all wrong and the things you're excited about suck actually' but they're gonna get some funny looks, and if they can't read the room then they are very welcome to leave it. Just because that's not the vibe we're looking for doesn't make a place an irredeemable echo-chamber (we have enough disagreements here to know this to be the case, right?) We don't actually have to be an enlightenment era coffee house devoted to the free exchange of ideas. We can just be some (relatively) like minded people who are happy and excited about a game announcement. Sure we'll disagree on points and debate theories and quibble over details and have different hopes and dreams for how stuff shakes out but as as soon as you shift the mood from 'we're all here to be excited over a video game' to 'this sucks and that sucks and I want you all to talk to me about how much I think it sucks' then you've lost the room. We don't need to be all things to all people, we have no duty to do that, we can choose. It's not weakness, or intellectual cowardice, it's just creating an environment we want to continue to relax in. If someone else wants a different one, they're free to look for it, or create it and see who joins.
    6 points
  29. Just know you’re dead to me.
    6 points
  30. Charles L. Charles reading this with a tear in his eye. Zombie Guybrush from the end of Tales reading this with a tear in his eye.
    6 points
  31. Hey, I just stumbled upon this header image of the Terrible Toybox Twitter account. That is new, isn't it? Exciting that we have to unlock the Monkey Head again.
    6 points
  32. After the recent spectacular MixNMojo retrospective with Larry Ahern and Jonathan Ackley where among other things they mentioned that they had sealed CMI boxes from around the world, I reached out to them. I mentioned that it was likely the South Korean release of CMI has an actual cloth map within the box. There was one post about it over on the LucasArts Museum website of which the linked image is a dead link and I couldn't yet find my saved copy of the image on my old computer. Never intimidated by a treasure hunt, Jonathan Ackley discovered this:
    6 points
  33. Wow. Trying that with what is now a Disney property isn't just poking the bear... it's more like jamming your thumbs in the bear's eye sockets.
    6 points
  34. Let's bring back this thread with an update on my end: https://github.com/scummvm/scummvm/pull/4033 This pull request adds support for the original GUI and menu for COMI. I encourage those of you who are able to compile builds and have some spare time to test this and see if it works fine After these changes are merged, my project is to proceed backwards from SCUMM v7 down to whichever version I can reasonably arrive to (so probably not v0 or v1).
    6 points
  35. I saw that post about CMI cloth map which lead me to riffle through my Korean big box collection and figured hey, why not take some photos and post it here (since detailed look at international releases are hard to come by and I find it interesting). If you have other interesting international release(s) you want to share please feel free to post here! Monkey Island 2. One of my most prized possessions. The name of the Korean distributor is Dong Seo Game Channel. I don't know the exact release date... probably 91 or 92? I appreciate the font treatment. Back cover. ₩25,000 (approx $19 USD, not adjusted for inflation). Some interesting differences compared to North American release (which I'll go into later). The cover is actually a thin paper sleeve that goes over the featureless cardboard box. Reference card, printed on a thick, quality, textured cardboard stock. I like. The manual and Mix N' Mojo copy protection wheel. In offensive xerox-proof burgundy. Was it also burgundy in other regions? 6 high-density 5.25" floppy disks. Nothing unusual here. It says "Hintbook" but it's actually the whole walkthrough. Back in those days games almost never got localization treatment in Korea, so it was pretty common for an adventure game to ship with a full walkthrough. (the last paragraph in the walkthrough says that the joy of adventure games is figuring out on your own without looking stuff up. Now they tell me!) The back cover has pretty faithful translation by and large, but with some weird (sometimes inexplicable) differences: The first 2 lines are kind of adjectival? They loosely say "Arrogant" and "Disgusting". The "He's Back" part is the same. No, it does not rhyme. The excerpt has no source! Who's speaking?!? The bulletpoints are pretty dry and humourless. "Interactive Jamaican music" without the accent. "Separate mode for beginners and magazine reviewers" but written completely seriously. No "void where prohibited" (I guess the phrase doesn't translate well) Weird. Obviously the same screenshot, but it's cropped differently. The caption simply says "realistic graphics". Nothing about expectorations. Again, pretty humourless. Again cropped differently. "There's always something scary behind a pirate's chair"? Not quiet the same meaning, but fine... This one an odd one out. It's not uncommon for boxes or promotion materials to use work-in-progress screenshots, so I didn't think much of it, until I saw scans of the North American release, and it's completely different! Korean release uses a screenshot with MI1 interface and Guybrush. The caption says "Dig up graves of pirates to find clues". What clues!? I guess whoever translated it thought that it's too rude to dig up graves without a good reason or something. As far as international game covers go, not bad. The humour is completely gone, but nothing grievously misleading (I've seen worse)
    6 points
  36. Bonus Monkey Island 1 (VGA) This one is quite boring. They didn't bother translating any of the text (not even the title! how were they supposed to know what the game is even called??) Again distributed by Dong Seo Game Channel. 90 or 91? who can say. Curiously the text is all misaligned, but otherwise the same as North American release. ₩20000 (Approx $15 USD not adjusted for inflation) The reference card is clearly a cheap photocopy. Disappointing. I'm surprised that they bothered with the full-colour printing of copy protection wheel. The manual is in black and white and very cheap. 4 high density 5.25" floppies. The manual contains full walkthrough (not a separate book like MI2). The solution to the insult swordfighting puzzle photographed here.
    6 points
  37. OK, here's my Guybrush. I decided to take my favourite bits of all the guys brush. * A rounder, less long guybrush like in the first two games * Not too blond * scruff beard * CMI nose
    6 points
  38. Jonathan Ackley has been sharing developer memories on Twitter throughout the year, including many about The Curse of Monkey Island. We had thought to embed these tweets throughout our new CMI interview, but the idea proved to be impractical. Since we’d gone to the trouble of collecting all those URLs, though, I thought I’d put them all here. Taken in aggregate they’re practically an article unto themselves, and they’d be otherwise inaccessible to those of us without Twitter: https://twitter.com/ackley_jonathan/status/1487145415711420419 https://twitter.com/ackley_jonathan/status/1487199807693221890 https://twitter.com/ackley_jonathan/status/1487247707857043456 https://twitter.com/ackley_jonathan/status/1487487658544668673 https://twitter.com/ackley_jonathan/status/1487891726890983426 https://twitter.com/ackley_jonathan/status/1488673416525746177 https://twitter.com/ackley_jonathan/status/1488674191230390275 https://twitter.com/ackley_jonathan/status/1488674554897571846 https://twitter.com/ackley_jonathan/status/1490342581657427975 https://twitter.com/ackley_jonathan/status/1488672930561097732 https://twitter.com/ackley_jonathan/status/1490343063645872128 https://twitter.com/ackley_jonathan/status/1490343316004610050 https://twitter.com/ackley_jonathan/status/1490343930117824522 https://twitter.com/ackley_jonathan/status/1490344353792880642 https://twitter.com/ackley_jonathan/status/1490344758337683460 https://twitter.com/ackley_jonathan/status/1491978257368973313 https://twitter.com/ackley_jonathan/status/1492159504917549057 https://twitter.com/ackley_jonathan/status/1492663745876684800 https://twitter.com/ackley_jonathan/status/1493240973672939520 https://twitter.com/ackley_jonathan/status/1493264687718285313 https://twitter.com/ackley_jonathan/status/1493747722586779654 https://twitter.com/ackley_jonathan/status/1494025906641260545 https://twitter.com/ackley_jonathan/status/1494528958926184448 https://twitter.com/ackley_jonathan/status/1495268944369704962 https://twitter.com/ackley_jonathan/status/1496909302262423553 https://twitter.com/ackley_jonathan/status/1503755841488531460 https://twitter.com/ackley_jonathan/status/1507425120586924038 https://twitter.com/ackley_jonathan/status/1510035777350037506 https://twitter.com/ackley_jonathan/status/1511500601229656066 https://twitter.com/ackley_jonathan/status/1511956648226480138 https://twitter.com/ackley_jonathan/status/1515130237083799552 https://twitter.com/ackley_jonathan/status/1516933414913396736 https://twitter.com/ackley_jonathan/status/1518239188960768002 https://twitter.com/ackley_jonathan/status/1519436155560812544 https://twitter.com/ackley_jonathan/status/1520478121908379648 https://twitter.com/ackley_jonathan/status/1520991257073360899 https://twitter.com/ackley_jonathan/status/1521489481119019009 https://twitter.com/ackley_jonathan/status/1524838588235784192 https://twitter.com/ackley_jonathan/status/1524922568750211072 https://twitter.com/ackley_jonathan/status/1528746361646030848 https://twitter.com/ackley_jonathan/status/1528892976499286016 https://twitter.com/ackley_jonathan/status/1533133083502817281 https://twitter.com/ackley_jonathan/status/1533153572744929280 https://twitter.com/ackley_jonathan/status/1544731668056928257 https://twitter.com/ackley_jonathan/status/1545222501327781888
    6 points
  39. Most exciting news this week: LeChuck now named "Uncle Chuck".
    6 points
  40. So the plot of Return is that Guybrush has a diminished lung capacity from drinking too much grog and he can't even win a belching contest let alone hold his breath for three minutes. His sole superpower is GONE and we still have a game. Take that, Marvel! By the way, I had this scene on repeat in the background now for 15 minutes. Something is wrong with me. Somehow I have the feeling that the solution to this puzzle is the longest belch in history, and that @Dmnkly intends to tell us that he got it right on the first take.
    5 points
  41. I would love to get an artbook for this game, both to see the evolution of the designs and to get a good look at some full backgrounds.
    5 points
  42. I just released the German version! Who do you think voices Nightmare-Guybrush in this one?
    5 points
  43. Tangent: It was only last month that I first played EGA Secret of Monkey Island. Experiencing the Stump Joke for the very first time was almost magical... it's a crime that people entering the franchise from 1992 onward only knew ABOUT there being a stump joke, once upon a time. And it's a shame they didn't grab Dominic's voice for it in the special editions. I didn't even know about the Mêlée sunset until this year. Or that there's a comment for Turn On or Turn Off the grog machine. Or that, in any version, you can beg and receive 2 pieces of eight, if you learn about Otis's breath but have no money. I've learned... so many things about the Secret of Monkey Island games this year that I never would have if Return hadn't been announced. I learned about the bugged Porthole Defoggers that keep Stan from selling his ship for 2000 (so the best deal you can get is 3000, plus porthole defoggers and another extra of your choice). I learned about swordmaster multiresponses - that the true ultimate comeback is "I'm glad to hear you attended your family reunion" - and the mystery of her refusal to use "long sharp lesson" in the special edition. (LogicDeluxe seems to have fully dissected Stan, and the speedrunner community made multiresponses known, but apparently MI fan communication was so disconnected that neither of them learnex the other's discovery until this year.) I've recently seen deleted scenes that folks like you have probably known about for decades. I'm rambling and don't really have a cohesive point. But maybe I can end my thoughts with: 1) When you refer to "the memory of the original games", be aware there are probably other people like me who have had even STRONGER experiences replaying/rediscovering those games in the past few months than our memories remembered. Revenge was my favorite before Return was announced, but Secret has replaced it in the time since then. 2) It is amazing how Return has breathed life into so much of this saga by the simple fact of existing.
    5 points
  44. I just realized it hasn't even been 4 weeks since the trailer dropped. In less than a month, we got a trailer, a revamped and interactive website with Stan, new images, and a fairly in-depth summary, not to mention the reveal of the first title card and music, and two gameplay videos showcasing movements, environments, more music, and some dialogue and voice acting. They are really ramping up marketing and I don't think they'll want to reveal too much more. A September release is seeming more and more probable, especially with voice acting being done for over a month now and the credits all inputted. I'm seeing more and more positive comments on other channels saying they are really coming around to the art direction, so it's great to see more and more people getting excited as the release gets closer. Ron seems to really be enjoying doing the reveals too.
    5 points
  45. Waiiiit I'm not just taking this at face value. There has to be a quiz about the thread first.
    5 points
  46. God, this is really verging on seeing too much now. But I'm not sure how much I'm not seeing. Is Melee Island a brief chapter or a big chunk of the game? In any case, I can't stop looking.
    5 points
  47. A great hour-long interview with @Dmnkly, over at Laura Cress' Twitch channel: https://www.twitch.tv/videos/1527971822?t=63m55s Poor Dom, dying to talk more about RtMI
    5 points
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