Realistic Graphics for MI?

I know this has come up lately what with this mod for Cryengine 2. But I really want to know what most people would feel about this kind of realistic graphics. Personally, I feel like it wouldn't be a terrible idea. However, I feel like these graphics are much too dark for the Monkey Island universe. In the past, a few of us have debated this using examples such as The Legend of Zelda: Twilight Princess which I think would work. I think it still has a pretty cartoony feel to it while still keeping fairly realistic atmospheres and character models. So how would you guys feel about realistic graphics for Monkey Island?
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Comments

  • edited September 2009
    I don't think the art for the Cryengine example was too dark at all. It fits perfectly with the look of Monkey Island 2. Mostly because it IS the art of Monkey Island 2.

    Realism in that vein could definitely work, but no company would take the risk. The series is too iconic for its own good.
  • edited September 2009
    Do you really think the Cryengine demo looked realistic? :confused:

    I think some people are getting gorgeous, technical, 3D graphics confused with realistic graphics.
  • edited September 2009
    Crytek wasn't realistic in the slightest.

    And I didn't like TP. It wasn't as good as FF12. Not even close.

    But I think MI is better when it isn't dark, like ToMI. On the budget TT has, they're doing a kickass job. If you want something better, go complain to Lucasarts. They've really been listening to customer feedback on MI.
  • edited September 2009
    Do you really think the Cryengine demo looked realistic? :confused:

    I think some people are getting gorgeously, technical, 3D graphics confused with realistic graphics.
    Look at Tales, Escape, and Curse, and tell me how that little fan-project is not more realistic than what we've been getting. It's stylized and looks amazingly like Purcell's concepts, but it definitely is a world that feels more "real" than the stupid proportions of Curse.
  • edited September 2009
    I don't think they are like overly realistic but realistic enough to call them realistic. If that makes sense...realistically :p.
  • edited September 2009
    Look at Tales, Escape, and Curse, and tell me how that little fan-project is not more realistic than what we've been getting. It's stylized and looks amazingly like Purcell's concepts, but it definitely is a world that feels more "real" than the stupid proportions of Curse.

    I think that says more about how cartoony MI has become since the old games, more than anything else.

    MI1 & 2 are stylised & cartoony in their own way. The odd shaped buildings & some of Guybrush's animations for instance. But they still managed to leave a little gritty, realism in there also. That's how I feel about that Cryengine demo really. You could talk about it's realism, but its bendy trees & cartoony nature was still present.

    CMI, Tales, MI:SE have all become very cartoony & I'm more than ready to go back to the half & half mix that started it all.
  • edited September 2009
    gah the Mi argument again about it not being cartoonie and Mi1 and 2 being serious unlike Mi3 which ruined it. gah

    Mi3 was the best. The graphics were awesome. They still are. Nuff said.

    And you can't pull of realistic without a shitload of money. So get used to the cartonee graphics, they're here to stay. And they're awesome.
  • edited September 2009
    Fury wrote: »
    gah the Mi argument again about it not being cartoonie and Mi1 and 2 being serious unlike Mi3 which ruined it. gah

    Mi3 was the best. The graphics were awesome. They still are. Nuff said.

    And you can't pull of realistic without a shitload of money. So get used to the cartonee graphics, they're here to stay. And they're awesome.

    Who the hell are you talking to? :confused: Who's arguing?

    I like all the games (except for EMI) & can appreciate all the art styles. All I'm saying is if Lucasarts decided they wanted to put a pile of money into making a MI5 that looked like that Cryengine demo, I'd be fine with it.

    Now pipe down!
  • edited September 2009
    I was referring to rather dashings criticism on Mi3.

    I can't see Lucasrts putting together a MI game with a budget more than 50k. I doubt they will do anything better than TTG, they're too busy making cruddy starwars games.
  • edited September 2009
    Fury wrote: »
    gah the Mi argument again about it not being cartoonie and Mi1 and 2 being serious unlike Mi3 which ruined it. gah

    Mi3 was the best. The graphics were awesome. They still are. Nuff said.

    And you can't pull of realistic without a shitload of money. So get used to the cartonee graphics, they're here to stay. And they're awesome.

    Opinions are banned from now on. Fury says so.
  • edited September 2009
    Opinions are banned from now on. Fury says so.

    Opinion's aren't banned.

    Any opinions that aren't the same as my own ARE BANNED!

    MWAHAHAHAHAHAHAHA!
  • edited September 2009
    Opinions are banned from now on. Fury says so.

    Mixing art style with complexity too. "Cartoony" visuals can be quite complex and more expensive than anything Crysis, go ask Pixar. Going by the concept art, Telltale are aiming for an art style they can't quite exactly translate into 3d for whatever reason themselves - and they are aiming for rather complex models, compared to this anyway. Here characters occasionally are quite edgy, texture work is simple, and so on. It's not my intent to complain by writing this now, the game looks quite nice, because the art direction is still shining through, the animations are pretty good, and the added effects work such as depth of field adds greatly to a scene's complexity. Just saying!

    Going by the demo, the characters from W&G are the models where Telltale nailed the source material the most - you can even make out the putty work. Well, Strong Bad would be another obvious choice, but it's much simpler in style, really. And thus a perfect pick, given their short dev cycles and budget constraints at hand.


    Furthermore, I don't even know how that Crysis demo looks "realistic" in any kind of way. Sure, you can tell that the woodwork is ported straight from Crysis for the most part, a game that is supposed to simulate an island as real as it gets. But when the cam is approaching Dread's ship and you're shown the Voodoo lady's shack, it nails Monkey2's look almost down to a T. Again mixing complexity with art style here, I suppose. If you wanted to do anything that looks like Monkey2 in 3D without sacrificing details, the polygon count and texture simplicity of say Tales Of Monkey Island won't surfice.
  • edited September 2009
    plrichard wrote: »
    I know this has come up lately what with this mod for Cryengine 2. But I really want to know what most people would feel about this kind of realistic graphics. Personally, I feel like it wouldn't be a terrible idea. However, I feel like these graphics are much too dark for the Monkey Island universe. In the past, a few of us have debated this using examples such as The Legend of Zelda: Twilight Princess which I think would work. I think it still has a pretty cartoony feel to it while still keeping fairly realistic atmospheres and character models. So how would you guys feel about realistic graphics for Monkey Island?

    If I wanted realisitic graphics I'll just had a look around the real world.
  • edited September 2009
    Let's take a look at the art of CMI which has time and time again been voted the best:

    The proportions are slightly cartoony.
    This, I would wager, is simply the style of the artist, which the evidence supports. They are obviously not real proportions but they are not intended to be SILLY, it was simply a stylistic choice.

    The locations are REALISTIC
    Puerto Pollo had spanish architecture, a main square, nice walkways, beautiful vistas, you felt like there actually was overgrowth near the flowers of ipicac.

    Blood Island was DARK
    Blood Island had a genuinely creepy NOT SILLY graveyard. The Hotel was architecture that could have actually been on a hotel at the time. Sure when you were on the lighthouse the perspective was insanely skewed, but it wasn't meant to be funny, it was just how it was drawn.


    ALSO, in addition: MI2, everyone's favorite game for the most part, had the incredibly dark and gritty Scabb Island.

    So while MI has cartoony elements, which could be implemented in a fancy new graphics engine, it has gotten much too SILLY since EMI, which I think is a mistake for the game and the characters.
  • edited September 2009
    Monkey Island is and always has been cartoony, and there is no reason for that to ever change.
  • edited September 2009
    I think the backgrounds in the cryengine demo are perfect... if they made that with a point and click control... I think it would be the most perfect MI game ever made.
  • edited September 2009
    ToddD wrote: »
    Let's take a look at the art of CMI which has time and time again been voted the best:

    The proportions are slightly cartoony.
    This, I would wager, is simply the style of the artist, which the evidence supports. They are obviously not real proportions but they are not intended to be SILLY, it was simply a stylistic choice.

    The locations are REALISTIC
    Puerto Pollo had spanish architecture, a main square, nice walkways, beautiful vistas, you felt like there actually was overgrowth near the flowers of ipicac.

    Blood Island was DARK
    Blood Island had a genuinely creepy NOT SILLY graveyard. The Hotel was architecture that could have actually been on a hotel at the time. Sure when you were on the lighthouse the perspective was insanely skewed, but it wasn't meant to be funny, it was just how it was drawn.


    ALSO, in addition: MI2, everyone's favorite game for the most part, had the incredibly dark and gritty Scabb Island.

    So while MI has cartoony elements, which could be implemented in a fancy new graphics engine, it has gotten much too SILLY since EMI, which I think is a mistake for the game and the characters.


    Exactly. The locations in the first three games (with the exception of the Carnival of the Damned) actually felt like real places, with their own histories, cultures and legends. Wandering around the silent streets of Melee Island with its eerie blue lighting, exploring the barren Monkey Island with all its mysteries, walking through the makeshift town of ships on the bleak Scabb Island... I could go on all day.

    From the Carnival of the Damned onwards, though, they seem to just be places that exist solely for the purpose of cracking jokes. Lucre was a smurf town and the revisited Melee and Monkey lost all their edge. I'll leave Jambalaya out of this because it was supposed to be overly happy and therefore soulless, but the effect was slightly lost seeing as the rest of the game was like that too.

    I'm enjoying Tales, I really am, but my biggest gripe with it is that they don't seem to be bothering to make the islands memorable at all other than just as "generic cartoon pirate land". I mean Flotsam, WTF? Is this the most boring starting island ever (other than Melee 2.0)? It's a round block of green with a generic jungle and even more generic dock. Not exactly the most memorable place in Monkey Island history, is it? Spinner Cay was much better (if a little underdeveloped), but other than that we had ANOTHER round island covered in jungle, and a few sand dunes. This hasn't stopped the game from being awesome, but it would be even MORE awesome if the areas actually felt like areas.
  • edited September 2009
    Additionally I think you could get a realistic look like with a next-gen engine and awesome water AND have slightly off proportions and perspective (curved lamp posts, somewhat curved walls and/or roofs) with all the benefits of those great environments like the swamp in the youtube video complete with frogs. It would maintain the sort of surreal aspect with slightly off proportions as well totally immersing (spl?) us in the environment. From EMI on I'm very aware that I'm playing a game, whereas SMI-CMI you sort of got lost in BEING Guybrush rather than controlling him thanks to the fantastic environments and settings
  • edited September 2009
    Right up until EMI, when a MI game was released it was the cutting edge of graphics at that time. It didn't have to look realistic, but it always looked gorgeous. It's a shame we've lost that & it would be nice to get that back.
  • edited September 2009
    Do you really think the Cryengine demo looked realistic? :confused:

    I think some people are getting gorgeous, technical, 3D graphics confused with realistic graphics.


    MY Websters Dictionary agrees. I'm all for trying new words, in fact I've been busy at it. I just don't want to sound like a jack ass using all the new big words I've learned. I had to look up the word you used to be sure but...

    gorgeous-

    1. beautiful: outstandingly beautiful or richly colored
    dressed in gorgeous silks


    2. pleasing: very pleasant ( informal )
    a gorgeous spring morning

    I know it's nit picking but since you are using "words" I just wanted to point that out to you.

    Big words should be used as a exemplification of your comprehension and understanding of language, not to show your shiftlessness when trying to use those words. :p I tried using big words, here..haha.

    I might be wrong too but I thought I'd try to post something relevant.

    Oh God too many big words makes you sound like you're a concieted ass hole with a broom stuck up there with a twist and splinters.

    Maybe there is some sort of slang to gorgeous that I'm unaware of.
  • edited September 2009
    doodo! wrote: »
    MY Websters Dictionary agrees. I'm all for trying new words, in fact I've been busy at it. I just don't want to sound like a jack ass using all the new big words I've learned. I had to look up the word you used to be sure but...

    gorgeous-

    1. beautiful: outstandingly beautiful or richly colored
    dressed in gorgeous silks


    2. pleasing: very pleasant ( informal )
    a gorgeous spring morning

    I know it's nit picking but since you are using "words" I just wanted to point that out to you.

    Big words should be used as a exemplification of your comprehension and understanding of language, not to show your shiftlessness when trying to use those words. :p I tried using big words, here..haha.

    I might be wrong too but I thought I'd try to post something relevant.

    Oh God too many big words makes you sound like you're a concieted ass hole with a broom stuck up there with a twist and splinters.

    Maybe there is some sort of slang to gorgeous that I'm unaware of.

    WTF are you going on about?

    What point are you trying to make here?

    All I know is I find your tone insulting & arrogant.

    My last point still stands.
    Right up until EMI, when a MI game was released it was the cutting edge of graphics at that time. It didn't have to look realistic, but it always looked gorgeous. It's a shame we've lost that & it would be nice to get that back.
  • edited September 2009
    I don't know what I'm talking about, I'm confused. Nevermind, LOL! I misread what you said, haha! I'm so absorbed into words and their meaning that I simply got confused. I'm sorry I'm looking at my dictionary like it's wanker material. I read it often...

    Sorry man, I've been in the Dictionary too long today, for a English paper...

    I read your comment incorrectly and thought it said that you think people are getting gorgeous. I didn't read the grammar correctly.
  • edited September 2009
    What did I fix? Why were you looking up gorgeous?

    Gorgeous = beautifully pleasing. And?

    This is what I've been saying throughout. Where is the contradiction? If anything, your post reinforces what I was saying which is why it confused me when it was so obviously worded as a disagreement. Did you really have to look in the dictionary to know what gorgeous meant?

    I'm still confused by the point you were trying to make. Don't beat around the bush. Have something to say, say it. I have no time for vagueness.
  • edited September 2009
    What did I fix? Why were you looking up gorgeous?

    Gorgeous = beautifully pleasing. And?

    This is what I've been saying throughout. Where is the contradiction? If anything, your post reinforces what I was saying which is why it confused me when it was so obviously worded as a disagreement. Did you really have to look in the dictionary to know what gorgeous meant?

    I'm still confused by the point you were trying to make. Don't beat around the bush. Have something to say, say it. I have no time for vagueness.

    LOL no, I'm sorry, I thought it might be a slang. I though you were saying that you think "people are getting gorgeous" As in the people theirselves are becoming gorgeous. I read it wrong. :)

    Sorry man.

    "vagueness. " Thanks for the new word.

    LOL!

    I deserve a face palm Picard image for this one...I didn't get much sleep last night and had a early start.
  • edited September 2009
    LOL, no worries. :)

    I didn't know English wasn't your first language.
  • edited September 2009
    Since when was "gorgeous" a big word anyway?
  • edited September 2009
    I just read it wrong guys I had an early start today, didn't get much sleep and had to write a paper on poetry for several hours. My brain was just a little off.

    English is my first language, lol! I've just been looking at my Dictionary too much and I confused myself. I over thought.
  • edited September 2009
    :D Lmao!
  • edited September 2009
    I'm enjoying Tales, I really am, but my biggest gripe with it is that they don't seem to be bothering to make the islands memorable at all other than just as "generic cartoon pirate land". I mean Flotsam, WTF? Is this the most boring starting island ever (other than Melee 2.0)? It's a round block of green with a generic jungle and even more generic dock. Not exactly the most memorable place in Monkey Island history, is it? Spinner Cay was much better (if a little underdeveloped), but other than that we had ANOTHER round island covered in jungle, and a few sand dunes. This hasn't stopped the game from being awesome, but it would be even MORE awesome if the areas actually felt like areas.


    I think the Time constraints may have something to do with this. I mean how unique can you make a location in just a month? not to mention iron out all the glitches? I believe that it was done intentionally so they could focus on Humor and puzzles.
  • edited September 2009
    Nah, I like the atmosphere of the cartoonish artwork..
  • edited September 2009
    Doesn't matter to me if it's cartoony or not. I just miss the time when people used to stand up & pay attention to a Monkey Island release because they knew it would be one of the best looking games out.

    You know how important graphics are to most people, even if they won't admit it or don't know it themselves. Maybe the fact that adventure games fell behind in the graphics department can be attributed to its fall in popularity, I don't know.

    I do know that I'd love to see a new MI game, cartoony or not, that looked amazing & turned heads. Just like the good old days!

    *stamps feet*
    I think the Time constraints may have something to do with this. I mean how unique can you make a location in just a month? not to mention iron out all the glitches? I believe that it was done intentionally so they could focus on Humor and puzzles.

    I think the biggest reason to pretty much all of my complaints with Tales (which there aren't many) is the restrictions imposed on it by having to be released on WiiWare. :confused:
  • edited September 2009
    I think the Time constraints may have something to do with this. I mean how unique can you make a location in just a month? not to mention iron out all the glitches? I believe that it was done intentionally so they could focus on Humor and puzzles.

    Spinner Cay was pretty memorable, though. It's a question of design, not technology.

    Or they culd, you know, leave a longer gap?
  • edited September 2009
    Yeah, with the same technology and graphics they could AT LEAST make more memorable settings. I mean woodtick and puerto pollo and blood island, all GREAT memorable locations.
  • edited September 2009
    Well Flotsam itself is pretty forgettable, but it does have some pretty memorable interiors. The voodoo shack & Marquis DeSinge's lab wouldn't have looked out of place in CMI. They were great.

    Let's hope that the interior of the courthouse has a great, unique, style to it, if we get to go back later.
  • edited September 2009
    Does Monkey Island need to be made realistic? Yes (well it doesn't NEED to but I'd really like to see it).

    Is that Cryengine Monkey Island mod realistic? No. It's just a souped up TMI as far as I'm concerned by the looks of it. Not that that's bad either.
  • edited September 2009
    Right up until EMI, when a MI game was released it was the cutting edge of graphics at that time. It didn't have to look realistic, but it always looked gorgeous. It's a shame we've lost that & it would be nice to get that back.

    Right up until EMI, "cutting edge" graphics didn't require a $20 million art team either.

    If you think Telltale has anywhere near the budget to spend on graphics like Crysis, you're sadly mistaken and delusional.
  • edited September 2009
    Pale Man wrote: »
    Right up until EMI, "cutting edge" graphics didn't require a $20 million art team either.

    If you think Telltale has anywhere near the budget to spend on graphics like Crysis, you're sadly mistaken and delusional.

    I never said they did. TT is doing us a favour by making a MI game in the first place & which is why I said earlier; If Lucasarts decided to spend a pile of cash making a new, graphically stunning MI5, I'd be more than happy.

    Making assumptions about people is stupid & rude.
  • edited September 2009
    I never said they did. TT is doing us a favour by making a MI game in the first place & which is why I said earlier; If Lucasarts decided to spend a pile of cash making a new, graphically stunning MI5, I'd be more than happy.

    Okay, for the sake of this post I will pretend that EMI DOES exist (even though I have no idea what EMI is), BUT I dont personally get why TMI isn't considered MI5 when people talk about here. The way they are releasing it is just a difference in distribution, that doesn't change the fact that when chapter 5 comes out it will be a complete game just like the rest of them. If LucasArts does something post TMI, it will be MI6.
  • edited September 2009
    I have heard from some German MI-fans that they are not happy with the cartoonish look of MI since Curse of MI. Many people here would probably prefer realistic characters like in MI 1.

    Personally, I don´t agree. The humor in MI is way too crazy, I think it would not work too well with realistic characters and enviroments.
  • edited September 2009
    I never said they did. TT is doing us a favour by making a MI game in the first place & which is why I said earlier; If Lucasarts decided to spend a pile of cash making a new, graphically stunning MI5, I'd be more than happy.

    Making assumptions about people is stupid & rude.

    It seems like you don't realize that this makes absolutely no business sense for them to do. Monkey Island would NEVER make enough profit to justify that huge of a budget on graphics, it'd be a colossal financial failure. Adventures aren't a big mainstream genre like FPS games are, and they likely never will be.
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