Tales needs more dark/gross settings and props

edited November 2009 in Tales of Monkey Island
Spoilers for chapter 4 ahead.


Here me out. I personally don't think adding dark drama (e.g. Morgan's death, Guybrush's death) is the right way of making the series more 'dark'. The MI series has been dark in its own piratey way, and these new developments, though quite emotional, just didn't feel very MI for me.

When we look back at the old MI games, what made them lovable was their dark humor and settings. When I think of the dark aspects in the older MI games, I think of the graveyards in MI2 and Curse, the Monkey Island underground, gross piratey items like the navigator's head, eyeball necklace, largo's spit etc. We need to bring back more of these kinds of settings/items, and build puzzles around them!

Comments

  • edited November 2009
    What about the entirety of Lair of the Leviathan? Wasn't that gross enough?
  • edited November 2009
    The tone was too light around it though(like the ichor tap), the boxing, etc.

    I understand what he's getting at, but I'm not sure how easy that would be to do. 1 & 2 were aided by not having voices and the art style, I can't say I really got that dark vibe in 3 at all.

    I suppose the key to it would be having stretches where Guybrush is alone, like travelling the underworld in 1 or trying to resurrect the chef in two or hearing the bones song. Chapter 5 would would actually be the perfect time for it.
  • edited November 2009
    The tone was too light around it though(like the ichor tap), the boxing, etc.
    How dark it was is irrelevant. I was responding to their point about the grossness.

    I don't really understand what people want when they say "dark" anyway. It seems to mean something different for everyone.
  • edited November 2009
    I think Lair was gross enough, I think Trial was dark enough. I don't think the humour has always taken a dark enough turn though.

    I think you're right in the settings, though. I've written elsewhere on why places like Blood Island were successful, compared to the ones more recently, and I think the settings just seem like less efforts in them. (Like with Flotsam: here's a plate, here's a village, here's a ship, and here's a maze; the end.)
  • edited November 2009
    I think it's about time TT make an in game joke about it not being "dark" enough. Like they did in S&M, joking about the game not being long enough.
  • edited November 2009
    I just finished replaying Lechuck's Revenge last night (took 2 nights). The grossest items were probably the bone of Largo's father and the "death" of LeChuck was more gruesome than I remember. It doesn't creep me out anymore but the Voodoo Lady's swamp creeped me the heck out when I was younger though Rapp Scallion's reanimation was just as gross.

    I thought the bag of legs was pretty gross last chapter though.
  • edited November 2009
    And the Bug-eye thing was pretty gross too.
  • edited November 2009
    Darkest and grossest moments of MI series:

    SMI: Head of the Navigator, the caves of Hell, the Monkey Head itself looked grotesque and dark and scary.

    MI2: Humour was basically dark throughout, sometimes morbid. Digging up Grandpa Lagrande (then the sudden sillyness of Guybrush losing his pants), spitting contest, LeChuck's fortress, Rapp Scallion sequence.

    CMI: Map to blood island, blood island itself, Murray (dark and morbid, while being a funny "sidekick"), Minnie Goodsoup and the story behind it.

    EMI: Jambalaya Island (:P)

    Tales: Part 4 in general was relatively dark and moody, while feeling a lot more piratey and Monkey Island-ish than most of the other parts.
  • edited November 2009
    Im pretty sure carrying a sack full of severed limbs to feed to a "monster" was pretty dark and gross...... What more did you want?
  • edited November 2009
    Irishmile wrote: »
    Im pretty sure carrying a sack full of severed limbs to feed to a "monster" was pretty dark and gross...... What more did you want?
    I would have loved it if they actually looked severed, rather than like they were just popped cleanly off a body made of Legos.
  • edited November 2009
    So what the games are evolving to have more depth and to enhance the sensory experience involved? Not a big deal and it's probably a good thing because I'm getting a lot out of it personally. The game had a solid Monkey Island core, just because it's added more substance I don't think it ruins the feel of the game but rather diversifies it.
  • edited November 2009
    vicbear wrote: »
    Tales needs more dark/gross settings and props.

    For the last time, in the name of all that is good and decent in this world, NO.

    Isn't it dark enough?

    You want dark, take your laptop to the nearest cave and then play it. THAT'S dark.
  • edited November 2009
    I think Tales is just right as is.







    *wins Goldilocks award*
  • edited November 2009
    I think Tales is just right as is.







    *wins Goldilocks award*

    Oh snap son, there be some bears comin' your way!
  • I liked the darkened tone of desinge's place in part 4. I think they should save the darkness and return to scabb island / blood island for series 2
  • edited November 2009
    I would have loved it if they actually looked severed, rather than like they were just popped cleanly off a body made of Legos.
    That's a sentence I hope I never read again. :p

    EDIT: Whoops, I already did.
  • edited November 2009
    For me, the really scary parts in a Monkey Island game are when you're all alone, with nobody to talk to, especially in a place that is inherently creepy (like the cemetery in MI2 and the Goodsoup family crypt in CMI). I did get that feeling once with Tales, and it was in chapter 3, when you go back inside the manatee, after everyone has left. Maybe it's not in-your-face scary, but there's always something unnerving about venturing somewhere on your own, not knowing exactly what you might expect.
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