Noooo! The saddest loss in the entire series...

The hook!

Damn it, why did he have to get his hand back?
The hook worked so well for the guy. I had just gotten used to seeing him with it all the time, and now that he got the hand back, it's like watching someone who usually wears glasses taking them off! Or someone shaving his beard!

It was a very fitting gadget for him, and something I was looking forward to seeing as part of Guybrush's future appearances. : P

Someone here HAS to agree with me.
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Comments

  • edited December 2009
    YES.
    I loved the hook! And I've just gotten used to drawing him with it, too. D8
  • edited December 2009
    I grew tired of the hook after a while. It eventually became a tool for the developers to give an excuse to throw an object in a locked chest. We had play through that same puzzle far too many times. The hook was one of the few lazy gameplay design elements in TOMI. The hook has overstayed its welcome, as funny as it was.
  • edited December 2009
    I DONT LIKE THE HOOK!

    I vote in favor of the hand!
  • puzzleboxpuzzlebox Telltale Alumni
    edited December 2009
    I will miss the gorgeously expressive droopy thing Guybrush did with the hook when he was slightly embarrassed.

    And how on earth will he unlock random chests left lying around in the jungle now?
  • edited December 2009
    Love the hook. Hate the fact that it works as a universal master key.
  • edited December 2009
    Wishbone wrote: »
    Love the hook. Hate the fact that it works as a universal master key.

    it didnt work on the grog cabnet on lechucks ship i was suprised
  • edited December 2009
    If it were SCUMM, we could command a TALK TO THE HOOK.
  • edited December 2009
    If it were SCUMM, we could command a TALK TO THE HOOK.
    That cracked me up :D
  • edited December 2009
    What if it wasn't an item? Like the verb coin in CMI, for instance, except one of the options is a hook.

    That'd be if Lucasarts made the next game, though.
  • edited December 2009
    Everlast wrote: »
    I DONT LIKE THE HOOK!

    I vote in favor of the hand!

    What if he lost his hand again and got something else, like a spatula for a hand? Or a Beelzenef?
    That would be awesome and funny.
  • edited December 2009
    What if it wasn't an item? Like the verb coin in CMI, for instance, except one of the options is a hook.

    That'd be if Lucasarts made the next game, though.

    If Lucasarts made it, then it would be a third-person action game, in which you could disarm opponents using your hook. I seriously doubt that they'll make another adventure game, new administration aside.
  • edited December 2009
    There is really no point of locking all the chests if the player already knows how to open them, and I found this fact really irritating until we see the lock in the last showdown with LeChuck. I guess they tried to make us get used to open all locks with an ease so that if we see a lock that CAN'T be opened with the hook, we can feel desperate and empty.
  • edited December 2009
    YOU THERE! HAND ME THE HOOK, AND NOONE GETS HURT!

    *bows*
  • edited December 2009
    If Lucasarts made it, then it would be a third-person action game, in which you could disarm opponents using your hook. I seriously doubt that they'll make another adventure game, new administration aside.
    ToMI and SoMI:SE sold well, and made money. LucasArts like money.
  • edited December 2009
    ToMI and SoMI:SE sold well, and made money. LucasArts like money.

    ToMI may have sold well for an independent company, but I seriously doubt it sold hundreds of thousands of copies, let alone millions. A company like Lucasarts invests a lot more money into their games, a lot more than Telltale Games does, primarily due to the fact that Lucasarts has more money.

    SoMI:SE probably did sell well, and it will encourage them to remake older games, but that doesn't mean they'll start to make new adventure games. The last adventure game Lucasarts released was Escape 9 years ago. If adventure games were that profitable then they wouldn't have stopped. Unfortunately for both of us, adventure games is a niche market, and so adventure games can only survive through smaller, independent companies such as Telltale.

    I could be wrong about all of this, though. I've been wrong before. Nothing would please me more than to see a new Lucasarts adventure game.
  • edited December 2009
    I never thought of the hook as a lazy puzzle solver, because in the old games there never really were many locked chests to open, a lot of them would be already unlocked, really. So to me the hook was more of an alternative "open" action.
  • edited December 2009
    If it were SCUMM, we could command a TALK TO THE HOOK.

    The next season should be released in two versions. One done with the Telltale Tool and the other redone with the SCUMM engine.
  • edited December 2009
    i think guybush himself didn’t like it’s disapperance (remember his look when he realizes it)

    i wonder why his hook is replaced by flesh but his ear-piercings are not…
  • edited December 2009
    i always perfered guybrush without the hook, Guybrush isnt Guybrush with a hook, i just about got used to Guybrush wearing earrings(cause he doesnt have earrings in Monkey Island 1 or 2) but however the hook did add a nice twist to the story but like i said i perfer him with both his hands
  • edited December 2009
    I love the visual look of the hook, I like how pirate-y it makes Guybrush.

    But the Use Hook On Lock that you do far too many times in this game is...annoying.
  • edited December 2009
    I really liked the hook because it made guybrush grew as a character in a way he hasn’t done since he got married. With the hook he was one step closer to become a mighty pirate:)

    I also loved the fact that he could open most chests with it, simply because it made sense and made the game feel more interactive. This is something I wish telltale did more: adventure gameplay doesn’t always have to be just puzzles, why not also have us do stuff that makes the world feel more alive and interactive? To me opening chests with a hook is not a puzzle, it’s a feature; Because it makes guybrush`s hook hand feel useful. And if I had a knife and a screwdriver as well I want all 3 items to work as a lockpick for random chests, simply because it makes sense.

    And this wont make the game "easy" because its not a part of the puzzles, its just an interactive feature. While stuff like this wont enhance the game`s story or puzzle design in any way; it does enhance immersion, and immersion is an important part of adventure games.

    Also, I hate the way the hand magically reappears at the end, couldn’t the missing hand issue at least be some kind of season cliffhanger. just for fun?
  • edited December 2009
    I dont want the hook back! If it where by you we would all have a messed up Guybrush this was the best Guybrush model. I wanted his hand back, it was something that bugged me alot!
  • edited December 2009
    GepardenK, I agree about the hook-opening-locks not really being meant as a puzzle. I personally really enjoyed it..I liked it a lot better than having to get the Thief to unlock the chest or trying to get the key under LeChuck's ship, for example. Sure, it's cool to have harder puzzles and they're the ones that really add to the overall story, but using the hook just kind of shows how convenient it is for Guybrush and adds to the piratey atmosphere; that's why he looked so sad at the end. I'm sure he's gotten pretty tired of always having to walk around looking for keys;)

    I'll definitely miss the hook though!
  • edited December 2009
    I liked the hook but I'm glad Guybrush got his hand back. Even Guybrush didn't really like the hook (he says so in chapter 4 to Morgan) even though he did find it useful.

    I didn't mind the reuse of the hook as a lockpick because I didn't really see it as a puzzle. I think it would have been better though if instead of having to use the hook on chests and doors Guybrush did it automatically when you first interacted with them.
  • edited December 2009
    Hooks always grow back...right?
  • edited December 2009
    Don't worry, I'm sure Guybrush's hand will contain the secrets of life again sometime, and as a result be cut off.
  • edited December 2009
    I think it would have been better though if instead of having to use the hook on chests and doors Guybrush did it automatically when you first interacted with them.
    I have to disagree, this would undermine the whole point of the "handy" hook. I want the world to feel interactive, I want to feel the joy of opening that locked chest.

    Im playing a game, not watching a movie. Or in other words: I wanna be a pirate!
  • edited December 2009
    When he first lost the hand, I really wanted Guybrush to get his hand back at the end...
    But by chapter 4, I'd changed my mind and wanted him to keep it forever! It was really cool! D: It made Guybrush unique!
  • edited December 2009
    I'm glad he got his hand back. The hook was fun and all but I would't want to have Guybrush permanently lose his hand.. The hook is a strong pirate-symbol, and let's face it, Guybrush is a very clumsy pirate. Him having a hook (or eyepatch, or pegleg for that matter) would hinder his goofiness. Just my thought :o.
  • edited December 2009
    Nothing would please me more than to see a new Lucasarts adventure game.

    To be honest, I can't totally agree with this. TTG did a great job with TMI. I'd rather see them continue the franchise than have LA take over themselves.
  • edited December 2009
    To be honest, I can't totally agree with this. TTG did a great job with TMI. I'd rather see them continue the franchise than have LA take over themselves.

    TTG did do a good job, but Lucasarts can afford to put more time and effort into an adventure game. Besides, a return to the mainstream for adventure games would only be good.
  • edited December 2009
    guybrush sure is a goofy pirate, but for his mental sanity i would have liked it if he stook to his hook.
  • edited December 2009
    But the Use Hook On Lock that you do far too many times in this game is...annoying.

    Though I actually like that one situation
    at the final showdown, when you need to open up that storage room. It made us go NUTS that the hook didn't fit this time.
    So I thought it was funny that we were getting so used to it.
  • edited December 2009
    To be honest, I can't totally agree with this. TTG did a great job with TMI. I'd rather see them continue the franchise than have LA take over themselves.

    I agree Tales is my fav monkey island out of all 5
  • edited December 2009
    But... how he get his hand back.
    I mean...doesn't his hand is in that mad scientist pocket.
  • edited December 2009
    cdaz wrote: »
    But... how he get his hand back.

    It's unknown how he got the hand back, it's like the Voodoo Lady said:
    "It's a power far beyond voodoo".
    Or something like that. And as for the hook, I hope they bring it back.
  • edited December 2009
    Guybrush was 'reborn', so to speak. His natural form was returned to him - and this included both of his hands.

    This also included his earrings as well, but minor inconsistencies are to be expected, given Telltale's limited budget and time constraints.
  • edited December 2009
    But, without the hook, Guybrush will have no way to open chests, or pick locks when going up against the ghost pirate hunter LeFlay (soon to be the zombie pirate hunter LeFlay, followed by the demon zombie pirate hunter LeFlay)
  • edited December 2009
    I was definitely for Guybrush keeping the hook. In fact, I actually was hoping Guybrush would remain a ghost or a horrible zombie at the end of the game. But I'm probably alone with this. Or at least have had him brought back to life in a less convenient way.
  • edited December 2009
    same, kind of. i thought he looked awesome as both a ghost and a pirate, but i kind of got scared they were gonna make us make guybrush a demon pirate, then have him possess a giant statue of himself, then gain power from the crossroads before we could defeat lechuck
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