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Knight Owl

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Everything posted by Knight Owl

  1. Edit: spoiler tagged just to be safe.
  2. The website confirms "Context sensitive interactions." I'd quote it here but the text selection seems kinda finicky on the website.
  3. I guess I'll be getting it on Switch if it's not coming to Mac. That controller interface better be good, Ron!
  4. It also does sound like the orchestra is MIDI, which is to be expected with this sort of game. But I think it works because they've clearly layered in some real instruments on top of it to make it sound nicer, like that flute or whatever it is.
  5. OF COURSE. *of course* they put it in the Nintendo direct that I convinced myself not to care about because the 2020 partner showcases were so meh 😛 2 things: 1. it looks freaking amazing. 2. WE GOT IT ON PAGE 71, LIKE WHAT
  6. There's also this quote from The Verge: I honestly can't imagine a point and click interface that's just as good with a mouse and keyboard as it is with a controller. But if they pull it off that'll be really cool.
  7. Ok, prediction time. What page of this forum will we be on by the time we get another trailer? Maybe this is a little too optimistic but I'm gonna guess 76.
  8. One thing I didn't really notice until rewatching the trailer is that at around 17 seconds, you can see the ghost lady's head rotating almost three-dimensionally. I wonder if that's just neat trickery using advanced features of the puppet model, or if the game's engine actually supports some basic 3D elements.
  9. That's so awesome that you got to play Psychonauts 2 early! It's definitely one of my favorite games of all time. Can I ask, when did you get to play it?
  10. This is super interesting. I would have thought the team pushed for using the old logo, but it was a good decision nonetheless I think!
  11. Does anyone know how many of the lines in previous games were Guybrush's? If Guybrush has a larger percentage of lines in this game than the others, I'd bet it's for more unique interaction dialogues. If not then this game is just much bigger than the others.
  12. Oh yeah. The monkey statue one especially looks pretty good.
  13. Here's a quick little mockup I made using the special edition sprite. Obviously with the correct lighting and Rex's style it'll look worlds better, but I can't help but wonder if they might have come up with some solution to allow for a greater variety of camera angles.
  14. Sorry if this has already been talked about – this is my first post here, although I have been lurking a lot. But one of the things I'm most interested in finding out once we see more of the game is how the heck it's gonna handle those camera perspective changes, in terms of Guybrush's look and animations. In Thimbleweed Park and the original Monkey Islands, almost all the backgrounds had similar camera angles. There were a couple of outliers here and there, and the characters did look pretty weird in those spots, but it was rarely a problem. With this game the camera perspective seems to be wildly different in every location. Of course, the game is super stylized so there's a degree to which they can get away with the characters looking a little out of place in some shots. But even still, I can't picture Guybrush looking right in both that top down shot of Melee island and also looking good in the shot of LeChuck's ship from the trailer. And I can't see how there's enough space to walk around in the locksmith shop or the courthouse without Guybrush covering up a lot of the background detail – they just seem much more zoomed in than rooms in previous games. Could they be using different models/sprites for different shots? Or weirder yet, is it possible that some of those indoor shots could be from Guybrush's point of view? I really don't see that happening haha, but Ron did say they're changing up the interface. Idk, those were some of my recent thoughts.
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