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Jake

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Everything posted by Jake

  1. I think the top right one on Booty Island was named something like the island of parrots? @Marius please help me out
  2. ๐Ÿ‘• I beat #Mojole #196 and all I got was this stupid t-shirt. 5/6 ๐Ÿ–ค๐Ÿ’š๐Ÿ–ค๐Ÿ–ค๐Ÿ’š ๐Ÿ–ค๐Ÿ’š๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค ๐Ÿ–ค๐Ÿ’š๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค ๐Ÿ’š๐Ÿ’š๐Ÿ–ค๐Ÿ–ค๐Ÿ’› ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š https://funzone.mixnmojo.com/Mojole/
  3. Also, though I voted for LeShip since itโ€™s just a chefs kiss of nostalgia, I love the BrrrMuda music. Itโ€™s such a cool expansion of the Monkey Island sound into new places. Itโ€™s a genre mashup that Iโ€™ve never really heard before, but works so well.
  4. I recommend a playthrough with voice turned all the way off and maybe even ambience turned off. It sounds great and gives you a legitimate old school feel.
  5. Approx: 00:00 LeShip Main 02:44 Lower Deck 05:30 Crow's Nest 08:15 Murray 11:08 Underwater 13:54 LeChuck 16:38 Spyglass 19:25 Spy Ship Cutscene Agreed it probably makes sense to do this as gapless
  6. To be totally clear I love that Return did dive all the way into the multi-layered nature of especially the first two games. I also like that they did it with their own unique tone. Monkey Island 2 had this creeping dark underbelly to it, and everyone was kind of a dick, and it was great. Thimbleweed Park actually really had that mood going on, and I appreciated it the. I liked that Return did itโ€™s own thing, though, and scratched and picked away at the surface of those layers, but did it inside a shaggy dog hangout story about a bunch of old people.
  7. There are a few others in the Crossroads (I canโ€™t remember all of them). Thereโ€™s the Grog machine sitting there of course, though thatโ€™s almost a Monkey Island meme at this point. The boat that takes you to the different crossroads island is initially boarded via a queue system that is meant to evoke the way guests are loaded onto ride vehicles in a theme park (and it has a tiny puttering gas motor and seems to run on a track when it starts and stops). The music is a deliberate callback to the underground tunnels. When LeChuck is killed and the screen goes to white, there is some ambience from a theme park bleeding in under the voodoo sounds. Does any of that mean anything??? I couldnโ€™t tell you because it never felt to me like there was any sort of direct symbolic correlation between these images and any one meaning in a high school literary analysis sense, but it โ€œfelt rightโ€ to us so we did a bit of it. We had talked about going more full bore and having the grave Guybrush dug himself out of be made of cardboard and astroturf and that sort of thing - waking up in a more explicitly artificial world - but in the end decided to keep it more grounded and less explicit.
  8. Jake

    Andor

    Only good answers from Tony Gilroy it seems. I love this outlook.
  9. ๐Ÿค”๐Ÿ™„ They clearly put a ton of thought into it. Again, itโ€™s just not the thing you want, which is fine.
  10. I think you might be projecting if youโ€™re implying the Curse team effectively censored themselves for mass appeal, when itโ€™s probably just that they didnโ€™t like that stuff and didnโ€™t want it in their game. I think the team did see themselves as artists and did feel free to create what they wanted, and itโ€™s just very different from what you wanted. I think that team just didnโ€™t like those surreal and mysterious themes that came to a head at the end of 2, so they chose to interpret that moment as โ€œI hope LeChuck didnโ€™t cast a spell on him or somethingโ€ being the literal plot truth, and based their game on it. Even though I like Curse a lot, itโ€™s never been the Monkey Island 3 that I wanted, because it ignores the things youโ€™ve been talking about (which I also love about the series), but Iโ€™m sure itโ€™s the game they wanted to make, with the only real compromises coming from budget and scope restrictions, not creative or thematic. Personally I didnโ€™t ever care if I got โ€œRons original visionโ€ in future monkey Island games, but always wanted them to live in that exciting space where uncertainty exists, where the world feels like itโ€™s almost projected on paper and you can see that unreality and feel like you could poke a hole through it or fall through at a moments notice, if you dig too deep. I donโ€™t think that stuff remotely appealed to the leads on Curse, though. In that case they were the ones who were irritated at the thought of the potential head on car crash with those themes, and drove the car as far away from it as possible as the motivation for their game. Youโ€™re probably right that it was a big contributor to its success - not necessarily because those themes are unpalatable, I think, but because their absence from the plot made Curse a soft reboot in a way, a great entry point in the series for a new era of players. Sorry my thoughts on this are kind of jumbled. Itโ€™s not something Iโ€™ve thought about enough.
  11. Counterpoint: Iโ€™d argue that they didnโ€™t ignore it, but that all the sequels are consciously attempting to deal with the aftermath of 2 in their own ways, with the knowledge that if they ever had attempted to say anything definitive, fans would have rioted and punished them for trying. Those teams were all in a damned if you do, damned if you donโ€™t situation. I donโ€™t think they all liked the ending of 2, but every sequel was made in response to it in some way. For example, the original design document to Curse: Mediocre but real example: I dreamed of a moment in Tales where Guybrush hits his head or takes a huge punch from LeChuck and wakes up in a first aid tent, is bandaged up by a nurse, walks outside and is back in the story, and to never mention it again. Not the most genius idea of all time, but I know Iโ€™m not the only one who worked on these games and was drawn to the idea of crashing head-on into the dual-layer blurry reality we get a glimpse of at the end of 2, but knowing a head-on crash like that would be rejected by everyone everywhere for different reasons. Instead some games tried to fold it into the reality of the game, some games did their own version of surreal piracy, some tried to acknowledge it but only around the edges. (Anyway I know this isnโ€™t really what you meant. You know they didnโ€™t literally ignore it, you meant they didnโ€™t try to imagine exactly what he wanted and try to do that. I think that would have been far worse than them instead reacting however they most naturally wanted to and making that game. Someone imagining what Ron would have done and just sort of futzing around would have probably created something far less memorable than the games we got!)
  12. I donโ€™t think itโ€™s possible to get them all in one paythrough, as they seem to be delayed a few steps behind you, and depend on the order in which you get the keys.
  13. ๐Ÿ‘• I beat #Mojole #195 and all I got was this stupid t-shirt. 3/6 ๐Ÿ–ค๐Ÿ–ค๐Ÿ’š๐Ÿ–ค๐Ÿ–ค ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ–ค๐Ÿ–ค ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š https://funzone.mixnmojo.com/Mojole/
  14. Thank you ๐Ÿ˜Š And I agree. I initially tried to split it up into ten 10ish minute pieces or three 7ish minute pieces or something, so the album could have more variety, but it works best as it does in game, as a giant suite.
  15. Weโ€™re gonna need a second black tshirt.
  16. I scanned archival assets for Laserschwert and all I used was this black tshirt.
  17. Ah damn theyโ€™re even outsourcing the inscrutable shitposts to bots now!? Mojos days are truly numbered.
  18. I think in the closing credits they call the engine Dinky, so I guess they did settle on that name.
  19. Mojo has just posted all the unedited OGGs to twitter so I assume tools are coming soon. From the game rips I made a 20 minute edit of LeShip which includes all the variants and also weaves in the Murray intro cutscene as a mid-song bridge into the Murray track, and closes on the spyglass cutscene, since it ended up working out well as a way to end the track. https://remi.mojodb.com/music/LeShip.mp3
  20. I think Iโ€™d want something that played it straight, but maybe allude to it a little bit. Like, if the game opened with a little sliver of Guybrush narration, the slimmest reference to it being a frame story or being somehow recounted, but was otherwise just a rollicking adventure. I feel like Return existing means a next game doesnโ€™t HAVE to get deep into this if it doesnโ€™t want to, it just has to be aware that it happened, and playersโ€™ brains will do the rest on their own.
  21. I added a โ€œneverโ€ option. Hope thatโ€™s alright!
  22. Confirmed: It happens if you leave the game for a couple days and then load your save!
  23. ๐Ÿ‘• I beat #Mojole #194 and all I got was this stupid t-shirt. 4/6 ๐Ÿ’›๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค ๐Ÿ–ค๐Ÿ–ค๐Ÿ’š๐Ÿ’›๐Ÿ’š ๐Ÿ–ค๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ–ค ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š https://funzone.mixnmojo.com/Mojole/
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