To the team

Just wanted to tell the team about the only thing I didn't like about the game : when in conversations you encounter a multiple choice for your answer, sometimes there are absurd answers, as in the previous MI episodes ; but when you select them, Guybrush doesn't say the line you selected ! It would be better if Guybrush would actually say these lines, because that's why you select them !! I'm sometimes a bit disappointed by that ;)

And could you include subtitles in other languages ? (French, for example) It's not a problem for me, but I think it would be more convenient for some people !

Otherwise, excellent job, guys ! Awesome graphices, typical MI humor (U-tubes, d'Oro the explorer... and so much other jokes I loved :)), fine leather jackets, good music, good controlling system, references to other characters such as Stan (I hope we will see him as usual !), what else could you ask for ? Oh, and I hope you didn't forget to make guybrush say that he can hold his breath for 10 minutes :)
Anyway, I really love it ; good job, guys ! :)

Comments

  • edited July 2009
    I respect your opinion, but sometimes in conversation I have a witty thought and instead choose the conventional thing to say. The conventional thing to say is undoubtedly always the correct choice in these circumstances
  • edited July 2009
    Yes, but traditionally in other MI games, the spirit was more like "You can say whatever you want, it won't affect the game or make it unwinnable"...
  • edited July 2009
    im sure this has been discussed many times before but i like telltale's dialogue trees. The player gets too see Guybrush's thoughts, then his response. this worked really well in sam and max and adds an extra dimension to the comedy. example "When was your first kiss Max?' becomes 'I just had a really disturbing thought..'!
    I do agree with u to some extent, allthough it worked in S&M I feel it works in Monkey Island to some degree but it was over used in Narwhal. I would like to see it used slightly less becuase saying the first thing that comes into his head is something i love about guybrush! It is in his character to not think things through properly sometimes...
  • edited July 2009
    Yes, but traditionally in other MI games, the spirit was more like "You can say whatever you want, it won't affect the game or make it unwinnable"...

    good point
  • edited July 2009
    tmsmyth4 wrote: »
    I do agree with u to some extent, allthough it worked in S&M I feel it works in Monkey Island to some degree but it was over used in Narwhal.

    I completely agree: It can be funny when done occasionally, to show the difference between what Guybrush wants to say and what he's willing to say... But when it's over-used (like in Narwhal), it just feels like you get no choice at all.
  • edited July 2009
    I have nothing against Guybrush saying something you didn't choose, but when you talk to the newspaper guy at the beginning, you already notice that no matter what you picked, Guybrush said the same thing.

    This is usually hilarious when Guybrush disagrees to use any rude response when, for instance, his life is at stake, but all of those responses were pretty mild. And even if they weren't, overusing a joke like that would grow old kinda fast.
  • edited July 2009
    I liked it, though it bothered me the very first time it happened.
  • edited July 2009
    Yeah, when used in Tales of Monkey Island, it wasn't funny at all. I think in MI2 there were some hilarious dialogue options like "Please, oh god, no! I'd rather have my eyes stabbed with a rusty fork!" (don't know it exactly), but Guybrush just says "Maybe later". But in ToMI, I felt rather disappointed that he doesn't go for the silly lines.
    Guybrush doesn't only think stupid things, he also says them. Even if he's in front of a big, ugly pirate.
  • edited July 2009
    I did notice this a lot more on my second playthrough. It was funny when done occasionally in the other MI games, but in this one it feels like it takes away some of my choice as the player.
  • edited July 2009
    Yes, but traditionally in other MI games, the spirit was more like "You can say whatever you want, it won't affect the game or make it unwinnable"...


    Yeah, but it still gave you an illusion of role-playing Guybrush every once in a while, of being in control rather than clicking through a script - which is what you were doing all along. Plus it was good for some serious giggles.

    The new approach can be spicy in its own kind of way, but so far I thought the old one was more fun too. Personally I liked those dialogue options about the old Monkey's as well, but it's no deal breaker for me now that it's gone. It's ovious that Telltale aren't merely copying old templates - take a look at the Hit&Road dialogue system and then the more clear-cut dialogue trees Telltale are using for their Sam&Max games now. In Hit&Road, part of the fun was that you NEVER HAD THE SLIGHTEST BIT OF AN IDEA* upfront WHAT THE HECK* is going to happen until you made your click. Telltale's S&Ms dialogues are more like classic Monkey Island dialogues - multiple choice at its most classic.


    * capsed letters are being presented to you by Dramatic Purposes™.
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