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LowLevel

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LowLevel last won the day on October 1 2022

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  1. I think Boybrush has been developed appropriately for the role assigned to the character. He has an important purpose and fulfills it well but, inevitably, players have more time to familiarize themselves with the characters who have more screen time. I also think that his voice actor made an excellent job.
  2. Oh no, I am not speculating on "why" the authors did anything. I just pointed out that those topics were not addressed in the game and that their decision resulted in a game that, in my opinion, is welcoming even to those who have not played the previous two games. I never considered "Curse" a "soft reboot," as you called it, but it is a nice way to put it.
  3. I think that's a great name. Ron has developed more than one engine in the last few years, and he seems to enjoy developing and refining them, so I suggest not mentioning any of his engine names; they change. BUTT: Browse Utility for Terrible Toybox Shamelessly recycled from the name I suggested years ago to Ron for his next engine. And, believe me, "BUTT" would have been a much better choice than "Dinky". That's so true. I still remember the compression algorithm we devised with the Amiga computer nerd group when we were about eighteen years old. The name was "burp": its goal was to ingest bytes and produce as few bytes as possible, with a "burp" to represent the heavy digestion. We never got beyond the name and an audio sample.
  4. I can understand the "fear" of saying something definitive, but I don't think "something definitive" was the only option available to the authors of other games. Telling something meaningful (not definitive) about the more surreal tones and perspectives that fascinated me the most was also an option. These themes were not only related to the ending of MI2: The whole story possibly being the product of the imagination of someone; When in time the stories take place: "Pirate Lingo! It's how everybody talked back then. Come on Guybrush, play along."; Guybrush's parents role. I do not doubt that in creating "Curse," for example, the authors thought a lot about these themes. However, in the end the final product is a story that does not address them. Everything happens in-universe: what Guybrush experienced as a kid was the result of the voodoo magic of a demonic pirate. I think that avoiding the topics mentioned above was a smart decision and that keeping everything self-contained in the pirate universe contributed to the success of the game. And that's why I would also avoid them in a possible sequel, if the main goal is to increase the chance that people will like the story. Many artists would disagree with that "if" because, understandably, they need to feel free when creating something. That's why I gave two answers: what I think was a "commercially sound" solution and what I would like for myself.
  5. Good question. Well, it depends: is the goal to create a game enjoyed by as many people as possible or to create something that I would personally enjoy? Personally, I would like the next game to go more down the rabbit hole. I'm not sure if I would use the same "old Guybrush tells a story" device, but I would like to see the darker and more surreal themes explored more, perhaps hinting at themes from MI2 that were never explained and using (again) the "unfinished business" motivation to return to some of the islands shown in MI2. Perhaps an even older Guybrush might be the best character to use as the protagonist and his son might work as a second playable character, framing everything on the father-son rite of passage. On the other hand, if the goal is to create something more easily appreciated by people, I would drop any meta features, abandon any attempt to discuss older topics never explained, and simply take advantage of the framing device established in RtMI. Guybrush would tell another story to his son, this time extremely straightforward: "Guybrush gets into trouble and eventually defeats LeChuck". I would also show Guybrush telling a story to Boybrush only at the beginning and the ending of the game. I believe that after MI2, Ron Gilbert left a hot potato in the hands of other authors who wanted to create a sequel. This hot potato was handled by ignoring whatever Ron had in mind, leading to successful games and stories. RtMI is a little different, because I think it helps to frame any future game in the MI universe without ignoring what Ron did and without creating canon problems: let's pretend it is simply another story told by Guybrush to his son. This is what I would do if the goal is to simplify things and reach as many people as possible.
  6. I don't really remember how many times I used it, but certainly not more than 10. I used it at least two or three times while I was a member of LeChuck's crew, not because the puzzles were difficult, but because I am not a fan of that chapter. The small, enclosed environment bored me a bit and I wanted to move on to the next chapter as soon as possible.
  7. I didn't know that! 😯 True, still at some point he tries to warn Guybrush about the dangers of joining LeChuck when the chest will be opened. Maybe Flambe cared a bit. Yes, that's what I'll remember Gullet for. 😐 I agree. I tried to find some connection between the two characters. Even a mention of anchors on Lila's part would have been enough to fuel my hypothesis. The voice acting of that character and the line "Order.... Order!" made me kill myself laughing when I saw it in the Monkey Island Mondays video. In fact, it was my most thunderous laugh in the whole game. The way LeChuck reacted to any form of affection by Rose or any other crew member (his diary contains a few examples) was both heartbreaking and also the only way LeChuck could react. Really? Why?
  8. It took only thirty minutes, I had to try. πŸ˜›
  9. I protest. I reached what I consider to be an ending but I didn't get the Steam achievement. It turns out that that ending doesn't count for the achievement. 😐
  10. I'm not sure: either the day the game was released or the day before/after that.
  11. Related questions: which character did you like the most? Was it because he was funny? Was it because he was a mysterious figure? Why did the character intrigue you so much? Do you think there was something about the character that could have been explored more by the writers? Do you think the character really exists or was it just a representation of a cardboard cutout? Who invented liquid soap, and why? My favorite new character is Lila. She is a somewhat flat character, but she is also knowledgeable, intelligent and resourceful. She is a force of nature capable of turning useless Lorem Ipsum into powerful spells. She is not afraid to fight against LeChuck. Lila is strong and can kill you with one hand while she tags your door with magical graffiti with the other. She is also the one who tells my favorite joke in the whole game. Commenting on the irrelevance of the old pirate leaders, she mocks their very raison d'etre saying that they were probably "making up trials for each other". Genius. The fact that she is the most knowledgeable character among the new pirate leaders made me think of a possible connection with Dee.
  12. πŸ‘• I beat #Mojole #193 and all I got was this stupid t-shirt. 4/6 πŸ–€πŸ–€πŸ–€πŸ’›πŸ–€ πŸ’›πŸ–€πŸ’šπŸ–€πŸ–€ πŸ’šπŸ–€πŸ’šπŸ–€πŸ’š πŸ’šπŸ’šπŸ’šπŸ’šπŸ’š https://funzone.mixnmojo.com/Mojole/
  13. I am not sure if this detail has been discussed before, but I think there is no doubt that getting drunk and hanging on a chandelier can only lead to bad consequences:
  14. My simple explanation for this was that Widey is, like Guybrush, so obsessed with the Secret that she follows Locke wherever she goes, to see if the golden key Locke inherited from her mother somehow comes back into her possession:
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