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Everything posted by LowLevel
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PC vs. âĶ Switch? (What will be your way of playing ReMI?)
LowLevel replied to BillyCheers's topic in General Discussion
Thank you! It really depends on the TV and the most annoying thing is that, in my case, results aren't consistent. Sometimes I manage to get zero lag, to the point that I can even play games that are very time-sensitive, like pinball. Other times the lag is unbearable. I've tried with different forms of screencasting (Steam, Windows casting, etc,) but I've never found an easily replicable solution. I could simply forget about wi-fi and connect the laptop to the TV with a cable, but managing to do it through wi-fi has become a bit a matter of principle. -
Return to Monkey Island [SPOILER FREE]
LowLevel replied to ThunderPeel2001's topic in General Discussion
Yes, I really would like a spoiler-free place to hang out and discuss about Return to Monkey Island! While I want to steer clear of spoilers, I would also like to discover/discuss non-gameplay topics while playing it, like how the game was received, if the developers said something interesting and generally if something has happened about the game that can be shared without affecting my playthrough how do I put here that emoticon oh here it is. ð -
PC vs. âĶ Switch? (What will be your way of playing ReMI?)
LowLevel replied to BillyCheers's topic in General Discussion
Would it sound completely off-topic if I say that I'll play it on the PC? It will be probably on the bigger monitor, but before that I'll try to screencast it to the living room TV, hoping to minimize the lag. -
Return to Monkey Island "continues" or "concludes" series?
LowLevel replied to Captain Mystery's topic in General Discussion
Yes, I've noticed it, the changes (in all their websites) happened around the same time they revealed the release date at Gamescom. My guess is that they used the term "concludes" from a narrative point of view, meaning that the game might show the last phase of the saga, with Guybrush recalling past events. I think they changed that word either because it could easily be mistaken for information about the production of possible future games or because it was too spoilerish. -
@Remi : are you the person who eats bytes and nibbles and bits of this websites and regurgitates them in meaningful ways? If so, what about creating a countdown page for the release of Return to Monkey Island? We could share it with other monkeys on the Internet and make the website analytics gauges skyrocket to infinity. We can create a countdown precise to the second, because the Steam release date has a time attached to it: 19 September 2022 â 16:00:00 UTC [Source] I apologize if you are not the official digital regurgitator, I'm new here. In this case, could you please pass this idea to those who have the power to carefully evaluate it and make it real regardless of their assessment? Thank you very much.
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I'm not sure either, but the zombie guy's clothes are similar to those worn by the chef at the Bloody Lip bar.
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Which Monkey Island has the smallest number of monkeys?
LowLevel replied to Vainamoinen's topic in General Discussion
The correct answer to the poll doesn't even appear among the poll options. ð§ The Monkey Island game that has the smallest number of monkey is the demo of "The Secret of Monkey Island" (in "Passport to Adventure"). It has zero monkeys! Unless you find a MI game with a negative number of monkeys, I'll assume I've won. ðĪ -
"Just click here" Anyway, we have no clue if these phrases are somehow influenced by the casual mode or not. I would say no, but who knows. That would be really nice and I hope that they made Melee more lively by implementing NPCs walking around, like that feature that was cut from MI1.
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Yeah. I don't think that Murray has the "physique du role" to support a role as a main character in the game, so I think that the hypothesis of him working as the hint system might be valid. I really can't tell, but I would assume that this article was simply a piece of their marketing strategy, aimed mainly at informing non-superfans that the game exists. As any communication, it has to be validated by many subjects before being published. Each subject will try also to highlight its own contribution to the project. This is quite normal, especially for projects supervised by big and popular companies. I didn't think about that, it's a nice idea! Like Max was in "Hit the Road". This is a very well-balanced position, that I like and support. Since I'm reading in several posts about inclusiveness focused on the game itself, I will point out that it is also a policy that applies to the entire project. For example, it can influence how people are recruited. How is that even possible? I think that the "premiere" will consist mainly in a trailer, designed to arouse curiosity in those who don't already know that the game exists. I'm afraid that they need to inform new people that this game exists. I have no evidence that Devolver DIgital is investing in RtMI the same quantity of time and efforts that they invested in "Cult of the Lamb" which, by the way, has been managed extremely well, from a marketing point of view. Interesting comparison, thank you for pointing it out! I remember Dominic Armato saying that the developers did a lot of polishing after the first shared screenshots, so these changes might be the result of that.
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I also perceived it the same way. This isn't the first time that I had trouble at understanding how deep some objects are in the scene and, consequently, how big they are. For example, in the SCUMM Bar there is (apparently) a clothed table that, at first, seemed to me a... cake!
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Here is something official, with most of the text removed:
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Well, to me it is: a confirmation that Carla is the new Governor of Melee Island. a confirmation that Herman hasn't lost his charming look. a confirmation that LeChuck still keeps ghost chickens on his ship. I look forward to meet the pigs again.
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Ooh. ð Is it... paper?
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OK. You wanted it. I hate "Maniac Mansion" and "Zak McKracken and the Alien Mindbenders" with a passion and I think that they are badly designed games, especially the first one. I assume that they were the inevitable result of an experimental phase when, at LucasFilm Games, basic/good guidelines for adventure game design were not fully formed or shared among authors. My love for The Secret of Monkey Island can exist only because, a bit later, Ron Gilbert developed a few design rules, which he also shared publicly in his somewhat famous article "Why Adventure Games Suck". I wholeheartedly agree with Ron when he wrote: (I will deny any evidence that I wrote this post. Any attempt to impose reality on me will be met with violent counterattacks of confusing fantasies.)
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Oh, absolutely! Am I wrong, or we might get this opportunity for Monkey Island in RtMI? It seems to me that in both the trailer and the banner of Terrible Toybox Twitter profile, the zone around the giant monkey head is lit by the light of the dusk. It doesn't necessarily mean that the entire island will be lit by that kind of light, though. Instead, the developers might have used the same trick adopted in Thimbleweed Park, where the light changes slightly depending on the location. I think both the village of the cannibals and the area around the giant monkey head would look gorgeous if depicted at night with a few torches casting menacing shadows around.
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Thanks for sharing the second video ("Daylight Melee island from a fan game I almost started making about 12 years ago"), I didn't know it! I like these daytime depictions of Melee from an artistic perspective and I've always been curious about how those places would have looked like during the day. Still, I think that the atmosphere in Melee was particularly mesmerizing for me because everything happened under the calm and mysterious cover of the night. When I played the game for the first time, in some scenes that mysteriousness turned into a slightly unsettling sensation, linked to possible dangers hiding around corners. I'm sure that the nightly theme contributed significantly to those emotions and I'm also glad that MI2 starts in the same way as well. ð
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ð I beat #Mojole #149 and all I got was this stupid t-shirt. 2/6 ðĪðĪððĪð ððððð https://funzone.mixnmojo.com/Mojole/
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Ron specified that it was a general framework to define the relationships of the three main characters, but not storywise. In other words, it doesn't necessarily affect the story in a strong way: And I think that we actually have evidence that the framework didn't translate into strong vetoes for the story. For example, it didn't affect the story of MI1to the point of preventing Elaine and Guybrush from falling in love. Nor it prevented Elaine from considering to take Guybrush back in MI2.
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ð I beat #Mojole #147 and all I got was this stupid t-shirt. 4/6 ððĪðĪðĪðĪ ðððĪðĪðĪ ððððĪðĪ ððððð https://funzone.mixnmojo.com/Mojole/
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Let me add a controversial "evidence" that the wall with the circus poster (and the windows and the door) can't be the church: In my opinion, it's "A". It's an alley behind the shop. Also, city walls have no windows. Since the rightmost side of the alleyway shows another building, the building with the circus poster on it can't be one attached to the city walls: EDIT: so no, it can't be "A" neither. I retract my previous statement and vote for "6".
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Oh, I see... Yes, I assume that time travel or fantasies or voodoo shenanigans will be necessary to explain the younger Guybrush at the carnival. If time travel is somehow involved, I personally hope it doesn't take up all the first chapter of the game; it would feel underwhelming to me.
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True and, regardless of this specific scene, I have a hunch that the entire story is designed to fit well just after playing MI2. I think that they are ink marks, because they appear also on his apron and because I assume that his job requires working quite often with a fountain pen. That's also my take on it. I think that the writers have found a way to make it feel a sequel to MI2, for people who wanted MI3a or at least some closure to the original Ron's idea, even if technically it isn't, so that it can be appreciated by everyone. Thanks! I was using a desktop screen but the buttons didn't show up because the page was zoomed in. About where we might have seen Terror Island: The thing about time travel is that in my opinion it doesn't match very well with what both Noah and Dominic told about the game. They said that the way the game connects with the other ones is extremely clever. To me that didn't sound like the adoption of the usual time travel mechanic. It's a trope that is a bit overused in fantasy/scifi storytelling and not compatible with those emotional ecstatic remarks about how ingenious the writers' solution was. My guess is that the solution involves simply Guybrush's memories and that scrapbook seen at the beginning of the trailer. I could speculate more:
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I speculate that we already had a glimpse at Terror Island, but my speculation might spoil a surprise and I don't know how to use hidden/spoiler tags in this forum.* I really hope that there will be a moment reminiscent of what I felt when I finished for the first time The Largo Embargo and saw the map of the archipelago. It felt an immense area to explore even before visiting the new islands. I really didn't know where to start. Maybe Terror Island and Brr Muda will not be the only new islands to visit. Freakin' Yeah! * How do people do that? Where can I find the documentation for this text editor? Can I use MarkDown? Why don't they change the CMS and do a major overhaul of the entire website rewriting everything in C64 BASIC? ð