Why do you love the "darkness" so much?

edited November 2009 in Tales of Monkey Island
I get that pirates need to have a certain brutality about them, so I wouldn't be surprised if an MI game had keelhauling, but why is everyone so obsessed with the atmosphere being so dark? Is it because SMI and MI2 started out at night?

There's nothing wrong with sunshine and a bright atmosphere, or dark for that matter. You can do either and still retain that piratey feel.

Then you get something like "Chapter four made it good and dark.*" That's a quote, one of many. Why this obsession with dark? You end-up looking a lot like this:

(*I'm aware the thread refers to EMI, but it's the part in italics that matters.)

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Comments

  • edited November 2009
    I've never read The Darkness, nor have I played the video game inspired by it, so I can't really tell.
  • edited November 2009
    There seems to be some sort of misunderstanding that dark=emo vampire raven dementia way. Dark has to do with the mood of the story. When you want to tell a certain story to its optimal potential, then certain moods must be evoked. (Though honestly, I think that grim or solemn would be a better word to put the events of chapter 4.)

    I started playing Tales with no ideas or exceptions as to what it was going to be about, so I was pleasantly surprised to find that it was playing with certain moods and emotions that weren't tried in the series before.

    Some may say that what happened was corny, cheesy, or what ever food related adjective you may want to use, but I found it believable within the realms of the series. (I mean, what's not cheesy about the game's storyline?)

    But I digress.

    I think that rather than a longing for "dark", we're looking for something new and exciting. Sunshine and happiness has been done, and done well mind you, but if you never at least TRY to explore outside that realm then you'll end up with the Land Before Time series/saga/couldn't care less.

    I'm not exactly the best with explaining my thoughts, but I hope you at least get some of the things I said. >_>
  • edited November 2009
    Darkness disguises the lack of intricate artwork etc. and so shuts people like me up. That's why it's good! :)
  • edited November 2009
    You have crossed "Dark plot line" with "Dark personality". The Dark Knight was dark, though batman isn't emo or goth.

    It means the story has become deep, gritty and potentially frightening. Chapter 4 wasn't dark. it was just darker than most Monkey Islands which are usually the polar opposite of dark.
  • edited November 2009
    There seems to be some sort of misunderstanding that dark=emo vampire raven dementia way. Dark has to do with the mood of the story

    Exactly. It's another thing, completely...

    This is going to be a really simplified explanation, but I'll try. A "darker" story, that, repeating, is'nt an emo or goth story :D, but a story written with the intent to give "darker" emotions, has better chances to hit the player's mind, and to remain unforgettable...obviously this is a point of view, but generally darker stories, when are well written, are the one with better success...

    But now we're talking about psychology, and no more about TOMI :D
  • edited November 2009
    And that's not to say that all good stories must have so called dark elements to them, but in this case I enjoyed it quite well. I was caught off guard in a way that made me think about the story of the series, as silly as that may sound. I wouldn't exactly say that Monkey Island is profound, but I would say that it does keep me very engaged, and I'm a happier person for it.
  • edited November 2009
    Sure, I agree with you ;) !
  • edited November 2009
    It´s not the dark i like ..it´s the light i like. But light shines much more brighter in the dark than without it.:)
  • edited November 2009
    I love the "DARK" Side of things. Knowing your bad side helps you fully understand the good. You can't have Light without Dark, Good without Evil, Matter without Anti-Matter. Some people just prefer it Dark, you should see my house. it's generally fairly dark inside, but still looks good when you open up the blinds and let some light in.

    That being Said I am not EMO, or GOTH in anyway.
  • edited November 2009
    SMI and LCR really drew you into the game with tension, the dark humour and atmosphere. As a kid, Monkey Island scared the crap out of me; some parts of the games still do.
    They were scary but were also funny as hell.

    One of the things I didn't like about EMI was that it sometimes was just like bubblegum. All bright colours and non of the dark humour of the first games.

    Tales is doing pretty well on getting 'The Darkness' as you put it.
  • edited November 2009
    Kroms wrote: »
    I get that pirates need to have a certain brutality about them, so I wouldn't be surprised if an MI game had keelhauling, but why is everyone so obsessed with the atmosphere being so dark? Is it because SMI and MI2 started out at night?

    There's nothing wrong with sunshine and a bright atmosphere, or dark for that matter. You can do either and still retain that piratey feel.
    I think it's harder to create atmosphere with daylight scenes. Places like Jambalaya or Flotsam don't seem top have much atmosphere or piratey feel to me. Plunder Island was a bit better though.
  • edited November 2009
    I think it's harder to create atmosphere with daylight scenes. Places like Jambalaya or Flotsam don't seem top have much atmosphere or piratey feel to me. Plunder Island was a bit better though.

    Jambalaya was supposed to be extremely un-piraty. That was the point. It was chemically cleaned of all atmosphere, courtesy of one Ozzy Mandril. But if you ask me, that gave it a whole new atmosphere, and not a happy one. It basically said "This is the end of the line for pirates. You are being branded and resold as fun relics of a past that never existed. Your time is up".
  • edited November 2009
    Jambalaya was supposed to be extremely un-piraty. That was the point. It was chemically cleaned of all atmosphere, courtesy of one Ozzy Mandril. But if you ask me, that gave it a whole new atmosphere, and not a happy one. It basically said "This is the end of the line for pirates. You are being branded and resold as fun relics of a past that never existed. Your time is up".

    Which was well acompanied by Knuttin Atoll.
  • edited November 2009
    It's just about atmosphere. CMI captured this perfectly, it managed to capture my imagination wonderfully in a way that bright skies and daylight couldn't.
  • edited November 2009
    People, don't get me wrong. I think dark has its place. I just think that you don't need darkness to make a story/game compelling, interesting, or a "true Monkey Island game".
    It's just about atmosphere. CMI captured this perfectly, it managed to capture my imagination wonderfully in a way that bright skies and daylight couldn't.

    I think a dark atmosphere has its, I guess charm, but sunlight and happiness do too. You could still have a story about pirates where the entire thing takes place on an island sooo beautifully bright and sunny you feel warm just looking at it.
    Dark has to do with the mood of the story. When you want to tell a certain story to its optimal potential, then certain moods must be evoked. (Though honestly, I think that grim or solemn would be a better word to put the events of chapter 4.)

    I think some stories work purely in the dark. Oldboy, for example, is a very dark story, and it's so dark for a reason.

    All I'm saying is, darkness does not a good story make. Or a Monkey Island game. More humour could be added to anything. Everything should be a little funnier, I think, but not to the point of self-parody.
    I think it's harder to create atmosphere with daylight scenes. Places like Jambalaya or Flotsam don't seem top have much atmosphere or piratey feel to me. Plunder Island was a bit better though.

    I dunno. Flotsam was about as piratey as it gets short of pillaging and drunken buccaneers, and Plunder was a island run by pirates, through and through.
    You have crossed "Dark plot line" with "Dark personality". The Dark Knight was dark, though batman isn't emo or goth.

    It means the story has become deep, gritty and potentially frightening. Chapter 4 wasn't dark. it was just darker than most Monkey Islands which are usually the polar opposite of dark.

    Well, letting the Dark Knight is deep bit slide by, I want to point out that I intentionally left my definition of dark ambiguous, since I have a sneaking suspicion that not everyone shares the definition, and wanted to see what they all interpreted this "dark" as: story, daylight, grimness, macabre deaths?
  • edited November 2009
    I'm kind of confused by the amount of people that are using "dark" to describe what is, at the very best, a bit of light drama.
  • edited November 2009
    It's just about atmosphere. CMI captured this perfectly, it managed to capture my imagination wonderfully in a way that bright skies and daylight couldn't.

    Except for Plunder Island. Guess you skipped the first third of the story? :p

    I know what you mean, but if there is only one atmosphere throughout the game then it's kinda limited. Sunny climes have their place for me, and Plunder was no more tense and moody than Flotsam. There were specific differences, which I have written about elsewhere, but darkness can only be used to create a tense atmosphere. MI1/2 weren't all dark. Granted, MI1 was until Monkey Island, but Phatt Island/Booty Island/etc. were all bright and sunny.
  • edited November 2009
    Well, the problem is, everyone has his own definition of "darkness". Personally, I call it a... let's say, "dark tint", which doesn't mean it has to be night.

    What I like MI for, is that each game during it's playthrough is becoming progressively darker yet still maintaining flashy humor. I think this what makes MI special. MI1: cannibals, Caverns of Meat, freaky ghost ship and a deserted Melee town, or MI2: dark tunnels and even grim jungles (and let's note: it takes place during the day and I still think it has this dark atmosphere) with almost no company but a kind of lone parrot remembering his old master, Captain Marley
    (who, judging by EMI's revelation, appears to be still near him and still his master... whatever)
    . And CMI and EMI have this special thing too, the only thing is: in both cases it is ruined by the ending. Let's say, the Church of LeChuck is kind of an uneasy and a place with a dark tint, and yet funny in some sort of way. And after that we have the Robot-Statue battle, which runied the feeling. Same thing with Blood Island and Carnival of the Damned.

    So, it's not only the drama, in my opinion, it's the atmosphere mostly. And I think ToMI takes this dark tint thing further than any of previous MI games (I mean, really the only ToMI chapter that HADN'T any kind of darker tint is the first one, in ToMI, and the amount of it is raising more and more with each chapter...), while still remaining funny and witty and whatnot, and I like that (and I think THIS is what's making Monkey Island game a real Monkey Island game). The only thing is, right now, everything depends on Chapter 5. It may as well be a flop, like CMI/EMI endings... or, at last, we'll get a good and satisfying ending.

    But, well, all of that is just my opinion and point of view.
  • edited November 2009
    The question is badly founded. Some of us want something else than wacky cartoon pirates (something the first two games acomplished) and suddenly we're absurd joyless emos?
  • edited November 2009
    Anybody who knows ANYTHING about pirates knows that a proper "piratey" adventure, even in the PoTC sense, has to include a lot of darkness. Think about what pirates are, they're treacherous thieves, bandits, murderers, rogues, etc. Think about what a Caribbean night on a pirate hideout would really feel like in the 17th century. That's some great atmosphere.
  • edited November 2009
    Fronzel wrote: »
    The question is badly founded. Some of us want something else than wacky cartoon pirates (something the first two games acomplished) and suddenly we're absurd joyless emos?

    I kept the definition of darkness ambiguous, intentionally. I just put that up there to sum-up what the people clamoring for darkness all make themselves look like.
  • edited November 2009
    RockNRoll wrote: »
    Anybody who knows ANYTHING about pirates knows that a proper "piratey" adventure, even in the PoTC sense, has to include a lot of darkness. Think about what pirates are, they're treacherous thieves, bandits, murderers, rogues, etc. Think about what a Caribbean night on a pirate hideout would really feel like in the 17th century. That's some great atmosphere.
    Not a big Errol Flynn fan, are you?
  • edited November 2009
    Kroms wrote: »
    I kept the definition of darkness ambiguous, intentionally. I just put that up there to sum-up what the people clamoring for darkness all make themselves look like.
    You're dodging the issue. WHY does wanting something other than a cartoon make "all" of us look like that?
  • edited November 2009
    Kroms wrote: »
    I kept the definition of darkness ambiguous, intentionally. I just put that up there to sum-up what the people clamoring for darkness all make themselves look like.

    Well, to you, perhaps ;)

    I agree with the other comments that you must have more than sunny joy-of-joys in every episode. Though it's important to reiterate each time that we don't see MI1/2 as some blockbuster adventure! (because I think some do) :p
  • edited November 2009
    Fronzel wrote: »
    You're dodging the issue. WHY does wanting something other than a cartoon make "all" of us look like that?

    Because all this clamoring for darkness - "it's so much cooler" - is exactly that, the emo/goth stereotype. Since the comic was made to make fun of the people demanding Diablo III be "darker", this only seemed appropriate.
  • edited November 2009
    But that just one view of what a "dark game" could be. On one side "dark" could mean lot of gore and death all over, but i think that in games like Monkey Island 2, dark its not only touching twisted themes, but also laughing about stuff you dont normally laugh about.

    Like locking a man inside a coffin or a nightmare turned into a skelton dance show, or spitting your way out of a torture chamber.
    And that is smart, and i love smart games.
  • edited November 2009
    Kroms wrote: »
    Is it because SMI and MI2 started out at night?

    Now that you make me think about it... :D

    I think that "dark" also implies the idea that the story is taking itself more seriously. CMI and EMI were pretty much parodies, whereas I've always thought that SMI and Revenge managed to balance the nonsense with a real sense of mystery and wonder. Maybe the low-resolution graphics helped this sensation, but regardless of the reason generating the sensation, the feeling of something between crazyness and drama was there for me.

    Funny is good. I like funny stuff. I like the sun shining on my life. :)
    Unfortunately, my imprinting with the Monkey Island saga lies within that (unintentional?) balance in SMI and MI2.
    One thing is certain: Telltale is looking for that balance intentionally. The results may not be exactly the same, but they're trying to achieve something along that lines.

    And I'm happy with that. :cool:

    If it's a problem of mine, I'll get psychiatric help from Penny Arcade or Yahtzee.
  • edited November 2009
    I have to disagree with some of the above, Curse had some brilliant dark moments, the whole Minnie Goodsoup puzzle, pretty much most of Blood Island, the Cannibals description of what he'd do to Guybrush, etc.
  • edited November 2009
    Ash735 wrote: »
    I have to disagree with some of the above, Curse had some brilliant dark moments, the whole Minnie Goodsoup puzzle, pretty much most of Blood Island, the Cannibals description of what he'd do to Guybrush, etc.

    I could agree with you on Blood Island general "mood", but all the characters in CMI felt just plain funny, including Minnie and the Cannibals.
    No Morgan in CMI. :)

    BTW, I don't want to turn the thread in a Curse bashing, because I think the game was great. I like TMI more, but I guess it's subjective.
  • edited November 2009
    MI1 and 2 were entirely cartoony. I'm sick of going into details and posting examples of this, but please stop acting like they were so dark and gritty.
  • edited November 2009
    Pale Man wrote: »
    MI1 and 2 were entirely cartoony.

    Absolutely they were'nt ! Day of tentacle can be like so, or Sam & Max Hit the Road, not Monkey Island.
  • edited November 2009
    Pale Man wrote: »
    MI1 and 2 were entirely cartoony. I'm sick of going into details and posting examples of this, but please stop acting like they were so dark and gritty.


    the voodoo doll fight with LeChuck and Guybrush was very cartoonie
  • edited November 2009
    Absolutely they were'nt !
    Example of MI2's cartoony art style:
    govphatt.jpg

    There's dozens of other examples.
  • edited November 2009
    I think Secret of Monkey Island and Lechuck's Revenge had a unique ability to realistically pull off both. The games weren't really full-on cartoon like Day of the Tentacle or Sam and Max, but they also weren't quite as realistic as even the LucasArts Indiana Jones games. It mostly stradled the line, but was able to go in either direction fairly effectively without breaking the overall atmosphere.
  • edited November 2009
    Bobbin wrote: »
    Example of MI2's cartoony art style:
    govphatt.jpg

    There's dozens of other examples.

    You can me show dozens and thousands of cartoon art styles in Monkey Island. But remains that Mi is a game in which story and characters are in the middle way between cartoony and dark-reality. You can't say to me that was full-cartoony games, because neither Gilbert or Grossmann think this thing about THEIR CREATION...
  • edited November 2009
    Yeah I think there's more to darkness than murdering prostitutes or a lack of light, and more to cartoony-ness than being drawn like a comic...

    SoMI/LCR weren't S&M style, no, but they also weren't epics written by Alighieri. Cartoonyness and an element of darkness aren't necessarily mutually exclusive. The cool thing about MI is that it's been able to spend its time (when it hit the money) getting across a serious story and an element of danger for the character, whilst still making it a comedy at heart.
  • edited November 2009
    Pale Man wrote: »
    MI1 and 2 were entirely cartoony. I'm sick of going into details and posting examples of this, but please stop acting like they were so dark and gritty.

    I've already told that this may be unintentional due to graphics limitations of the time, which made the graphics looked more "serious" than it was intended.
    Anyway, it LOOKED more serious to me.
    And I've NEVER EVER been scared by CMI and EMI as I was in the MI2 finale.
    That's a fact. ;)
    I wanted that sentation back and Telltale is at least trying to recover it through the screenplay.
  • edited November 2009
    It's probably because a lot of people think Monkey Island 2 is by far the best Monkey Island game, which was way more serious than any of the other Monkey Island games.

    And if you never found the end of MI2 to be scary, then you have probably never played it when you were young. Doom was piece of cake compared to running away from LeChuck....
    Pale Man wrote: »
    MI1 and 2 were entirely cartoony. I'm sick of going into details and posting examples of this, but please stop acting like they were so dark and gritty.

    Monkey Island's strength in my opinion was the ability it had to be downright silly and witty and at the same time, or moments later serious and "dark and gritty". I'm sure people are sick and tired of posting details and examples of the opposite of what you mean as well. Play the game again, and look past the low resolution and cartoon graphics.

    People posting old screenshots and saying: "Look, it's cartoony and it is low res! It didn't look anything like *insert modern shooter here*", doesn't really understand the magic of games and good stories I guess. :)
  • edited November 2009
    Lechuck had green blood, you pull his mask off like an episode of Scooby Doo (in the context of a massive and blatant Star Wars reference), and to solve the puzzle you have to give him a massive wedgie. Please tell me how this scares anyone and how it is meant to be taken seriously.
  • edited November 2009
    Between the discussion on "darkness" and the well-recognized namesake in the game, Morgan LeFlay, I think I should perhaps post a link to Mordred's Lullaby.
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