TOMI or SMI:SE?

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Comments

  • edited July 2009
    This is true, though. In particular Guybrush. There are quite obvious pauses while in the background we wait for the text to finish.

    This was my main problem with MI:SE, along with for some reason my cursor didn't line up with dialogue options and I had to click below everything. So I have to select TOMI (I didn't have a problem with the new controls at all, thought they worked perfectly! good job telltale)
  • edited July 2009
    If, hypothetically, I could only purchase one of those two, it would be Tales without a doubt. That's not to say that I don't like the Special Edition (the complete opposite, infact), but new adventures with Guybrush are too exciting to pass.
  • edited July 2009
    Let me say that i just had a quick glimpse at the demo of ToMI, but if you want to know my opinion, well, i would prefer a true 2D Point N Click System instead of this hectical 3D Mumbo Jumbo. I dont wanna use the keyboard to control an adventure game. I also prefer 2D, because in 3D Games you often overlook certain things. (ToMI also seems to have its problems with bad camera angles.) I understand that creating a 2D Game is more work though, and if you want to release many games in a quick timespan, you have to go 3D.

    Well, maybe its me and i´m getting old and all, but i have to vote for SoMI:SE here. Although i might give ToMI a chance, not too sure about it yet, it starts off too hectical for my likings. Would be better to have a clean big environment to get used to the controls first.
  • edited July 2009
    You know, what? The art style in SMI:SE isn't pleasing at all to me.
    It looks like it was shaded very quickly in photoshop, and plastered all over the place. I mean imagine if it had an art style similar to CMI? Outlined, and just to hell with shading? Honestly, at points I twisted my face with disgust. Am I the only one?
  • edited July 2009
    Stoney, please do. While I'm not a particular fan of the new controls, they still beat SOMI:SE's hand down. The WASD/ArrowKeys/DoubleDrag/LRDrag controls are not ideal and they wish they were gone, but at least it's a concept that fits the game.
    Wit SOMI:SE you get controls which the game was never meant for and as a result it plays pretty horrible (at least on the PC). If I had to find a better name for SOMI:SE I'd probably name it Frankenstein Island, because it just doesn't fit together.

    TOMI is something new, no doubt about it. And it does have it's problems, ranging from character design to controls, but everything is put together in a way that makes it a game in its own right, not just bits and pieces put together.
  • edited July 2009
    Most of the time the new Backgrounds in the Special Edition do have a nice appeal to me. Sure, there are scenes like in the forests where you have the pixels shine through, but those are exceptions. Yes, CMI was drawn very well, i could imagine this style applied to Monkey Island 1 and 2, although you would have to get rid of the all too comical look. Monkey Island 1 and 2 are more towards the realistic side.

    The Control System on SoMI:SE is pretty bad, yes. Especially if you have to do time critical puzzles, like the grog thingy. But at least you can switch back to the classic game at any time to do those puzzles. I would prefer to have a verb wheel, as it was used in CMI.
    Stoney, please do.

    Yeah, well i might do it anyway, because it´s Monkey Island after all. We´ll see :)
  • edited July 2009
    I love 'em both. Mind you, they're far from perfect. The interface on the upgrade is kinda klunky and some of the character models are bit odd..And they bring back some of the parts of MI we tend to forget (Like the tideous running around MI bits). And Tales is pretty short and again, some of the character models....But both are great..And funny...Why doesn't anyone make funny games anymore? :`(
  • edited July 2009
    I loved every minute of both. My only problems with them were graphical. TMI's supporting characters are a bit too similar, appearing to have been created from either the same short and stock model (Nipperkin, Winslow) or the same tall and lanky model (the glassblower, the guy who gets punched and the double pegleg guy). My only problem with SMI:SE was that occasionally Guybrush would walk behind something he shouldn't (ie the road) or in front of something he shouldn't (ie a barrel in the foreground). Both are only minor bits, I thoroughly enjoyed both.

    Bring on the next episode and the next LucasArts endeveour or remake.
  • edited July 2009
    Stoney - Sure, MI was pretty realistic, but if you try and remember Skull Island, then I think you can see how Melee would work very nicely with a similar art style. I'm not saying that they should balantly rip off the style, but take some queues from it. Though I wouldn't agree about MI2 being realistic, IMO, it was very similar to MI3. And honestly, I think that MI2 with the same style as SMI:SE would be a total nightmare.
    Though I have to admit, I couldn't stop myself from playing through the whole game. :D
  • edited July 2009
    My first feeling was that they left the pixelated oversized original MI graphics on purpose to give a little old school feeling. But I don't know, it didn't really look good to me so it might be a sloppy job. But I agree that if it was a sloppy job it was really a sloppy job since there aren't very many screens in the game.
  • edited July 2009
    Magwill wrote: »
    My first feeling was that they left the pixelated oversized original MI graphics on purpose to give a little old school feeling. But I don't know, it didn't really look good to me so it might be a sloppy job. But I agree that if it was a sloppy job it was really a sloppy job since there aren't very many screens in the game.

    I am glad they added the direct switch otherwise we would now have the discussion that the original graphics were way better :D
  • edited July 2009
    I can´t understand whats so friggin hard to make a Point and Click Adventure these days. :(

    What´s so modern in walking around the city, using keyboard controls and getting a dizzy head due to the camera angles? ToMI just doesnt feel right, can´t help myself. The Remake also has it´s flaws, sure, but it feels original even with the updated sound and graphices, whereas ToMI feels more like Monkey Island 4.(The weakest part of the MI Games)
  • edited July 2009
    I preferred tomi to be honest.
    The control system in somi:se was too awkward at times and I had to revert to the classic game to do the fiddly parts in the melting grog tankards task and for picking up the grog to use on le chuck at the end of the game.
    The game crashed on me quite a lot too using steam.
    I never had that problem with telltale.
  • edited July 2009
    First episode of TOMI was published week ago and SMI:SE came out today. I bought both titles ASAP and I assume that many others did the same, so my question is which you liked better, a new adventure or remake.

    Personally I like TOMI more, because of two reasons:

    1. I like TOMI's 3d graphics more, while background art of SMI:SE is beautiful animation looks almost same as in original and takes time to get used to (I haven't quite get used to it yet, but maybe I will before I complete it).

    2. TOMI is whole new experience, with SMI:SE I know the plot and puzzle solutions in advance, although I must say that plot and puzzles are still excellent.

    Also despite the fact that I bought SMI:SE from Steam I don't like interface of the Steam launcher and would rather have bought it directly from developer.

    SMI:SE. No stupid control system is my main reason. Also, episodic games feel like a car that stops and starts 4-5 times getting up the street. It gets going, it stops. SMI:SE is one complete story.
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